[Bf-funboard] Fake Area-Lights
Konrad Haenel
public at konrad-haenel.de
Tue Aug 16 12:37:30 CEST 2005
It's not supposed to be very different, but I clearly see how it would
ease handling a lot. Try building 4 dupli-lights with about 12x12 lights
each (= 148 spots per light) and you get 576 spots in one scene.
Unfortunately, these are visible in the viewport and pretty much occlude
everything. Whith the proposed appraoch you'd have your usual 4 lights,
nice and clean. I can only recommend trying to setup an advanced
lighting-solution with dupliverted spotlights. It will quickly become
evident that these are not very practical. Fake-area-lights could make
the usage of shadow-buffered spotlight-clusters amazingly simple.
alex wrote:
>On Tue, 16 Aug 2005, 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.
>>
>>
>
>I still don't get how this would be different from dupliverted spotlights,
>and how those would be hard to tweak... but hey... i'm a weirdo :)
>
>alex at schnittenparadies.de
>
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