[Bf-funboard] Fake Area-Lights
Konrad Haenel
public at konrad-haenel.de
Tue Aug 16 12:07:24 CEST 2005
This is exactly what I mean: adjusting, moving, rotating and generally
tweaking is very unhandy with manually created lightdomes. And they DO
need a fair amount of tweaking to create nice soft-shadows. During my
recent projects I had to do this from time to time and the bad workflow
was really frustrating. All this could be dramatically simplyfied by
combining a set of controls and adding it to the light panel, as a new
type of lamp.
Campbell Barton wrote:
> 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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