[Bf-funboard] Shadow casting particles

Matt Ebb matt at mke3.net
Mon Dec 20 13:56:50 CET 2004


On 20 Dec 2004, at 11:49 PM, joeedh wrote:

> Halos are meant to emulate spherical volumetric space, right?  So just 
> input to the raytrace the equation for a sphere to do your shadow 
> calculation.

And get a hard circular shadow on a soft fuzzy halo?

How about an approach where Halos are treated internally as textures 
mapped on planes with alpha - then you could render with TraShad... ?

Matt
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