[Bf-funboard] Fake Area-Lights

Campbell Barton cbarton at metavr.com
Tue Aug 16 00:36:32 CEST 2005

I think the best way to do this would be to have an option in the area 
lamp under RayShadow, ShadowBuffer,- then just add the normal shadow 
buffer options under it.
You could use the samples variable to control how many lights to add. on 
the x axis. so 16 samples == 16*16 lamps.

- Cam

> Why bother reading to the end when you can reply at once?
> Yes, it probably could be done with Python and no, I think the 
> handling is pretty bad (try for yourself). I adressed both questions 
> in the original mail, thank you.
> Arne Schmitz wrote:
>>Am Montag, 15. August 2005 17:53 schrieb Konrad Haenel:
>>>Fake area-lights using arrays of shadow-mapped spotlights
>>>preface: Before area-lights became widely available it was a common
>>>technique to cluster an array of shadow-mapped spotlights to simulate
>>>soft-shadows. Though this method has clear limitations it works
>>>surprisingly well in many situations. At the same time it often greatly
>>>reduces rendering-time compared to real raytraced area-lights.
>>Couldn't that be done by some Python script? I remember, many, many moons ago, 
>>that there already was a technique to do this using dupliverted spotlights 
>>and for example a circle path or a subdivided mesh. This was easy to set up 
>>and handle and could even track other objects (just make the circle TrackTo 
>>the desired object). The diameter of the circle would influence the softness 
>>of the shadow.
>>Bf-funboard mailing list
>>Bf-funboard at projects.blender.org <mailto:Bf-funboard at projects.blender.org>
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>Bf-funboard at projects.blender.org

Campbell J Barton

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