[Bf-funboard] Fake Area-Lights
Konrad Haenel
public at konrad-haenel.de
Tue Aug 16 12:30:57 CEST 2005
This seems a little off-topic here. From what you write I must presume
you didn't use lightdomes yet and didn't quite get the concept of this
proposal. Go ahead, and try creating one for yourself, using a mesh and
dupliverted spotlights.
Bart wrote:
>
> What about the feature linking a mesh to an area light and then mesh
> woth all its geometry and faces is an complete arealight.
>
> May that would be a simple way.
>
> Campbell Barton schrieb:
>
>> 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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