[Bf-funboard] Re: Fake Area-Lights

Konrad Haenel public at konrad-haenel.de
Tue Aug 16 16:43:07 CEST 2005


As I pointed out, the interface would have to make all(!) properties of 
the associated spotlight(s) available, implicitly including the 
shadow-buffer-ranges (I know how important this is, having tweaked 
several lighdomes myself).

>Hi,
>cbarton at metavr.com (2005-08-16 at 1303.55 +1000):
>  
>
>>Just copying the light isnt that usefull, you have the problem that 
>>there now many objects, not as easy to move at once etc.
>>    
>>
>
>Dupliverts does not let you move the objects, you move the parent
>mesh. And tweak one lamp.
> 
>  
>
>>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.
>>    
>>
>
>In this you have a point.
>
>  
>
>>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?
>>    
>>
>
>It is finding a interface that matches the lamp (you really want to
>see shadow buffer ranges, otherwise it is a PITA, and probably why
>raytraced ones were added quickly, no range problems) and then add the
>code.
>
>GSR
> 
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>  
>



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