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- <snip>
- > I would LOVE to be able to use
- >"soft" (meaning physically much larger than their target object,
- >and diffuse in the bargain) light sources in 3D work.
- >
- >Yes, I know it would be slow and all (raytracing from large
- >sources, huge specular highlights) but I really love the
- >character of that type of light. Yes, I know this is a "blue
- >sky" wish, but what the hell, why wish for something too small?
-
- Actually you can get that Blue Sky lighting on your very own desktop with
- Real3D but boy is it expensive. The user defines a line segment or a
- rectangle as a light source and Real3D calculates multiple point lights
- across it's surface. The render times can quickly become quite long but the
- results are often quite beautiful. I've tried using multiple lights in LW to
- achieve this effect and found the render times to be a bit slower.
- I suggest going the PIXAR route to get the effects you want in LW, fake it.
- Use shadow maps instead of raytraced shadows to get soft shadows. Many
- people have said avoid them like the plague - with good reason - but with a
- little effort and a lot of ram you can usually get the effect you desire.
- Play with Shadow Fuzziness. If you want a really soft shadow you can usually
- keep the shadow map size small. The second and less obvious trick is to use
- black and white reflection maps instead of Specularity to simulate
- large/irregular specular highlights. The window shape highlights on TinToy
- were not created with lights.
-
-
- Paul Davies pdavies@magnet.com
- Concept Artist-RPG/Action Games
- Magnet Interactive Studios Inc.
-
- --
- pdavies@magnet.com (paul davies) sent this message.
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