[Bf-funboard] Fake Area-Lights

Campbell Barton cbarton at metavr.com
Tue Aug 16 05:03:55 CEST 2005


Just copying the light isnt that usefull, you have the problem that 
there now many objects, not as easy to move at once etc.

Also a fake area light needs to have the energy of each light devided by 
the number of lights. So its a bit annoying to manually adjust.

Of course its the same thing, but users who want area lights will add 
them and get slow renders, why not allow them to click on a button that 
does all the the copying etc in the render initializer?

- Cam


>Selon Arne Schmitz <arne.schmitz at mmweg.rwth-aachen.de>:
>
>  
>
>>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?
>>    
>>
>
>There is a script to copy a lamp to each vertex of a mesh :
>http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_b223new.htm
>
>
>
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>


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Campbell J Barton

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