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"Kevin Clague" <kevin_clague@yahoo.com> skrev i meddelandet
news:H90qHs.CCn@lugnet.com...
> [...snip light discussion...]
I have found that putting a shadowless light _exactly_ at the camera point
makes sure there are no visible areas showing only the 'ambient' color. In
this way textures (and reflections) are a bit more prominent, even in the
darker areas ('ambient only' shows no surface pertuberations etc.).
This extra light should have a value lower than 1.0, or the total lighting
will be too much.
For the moment I'm doing AnkerCAD renderings, where the following values
work good:
// This is the shadow casting light
light_source {
<0,2000,5000>
color rgb 0.55*<1, 1, 1>
}
// At the same pos as the camera, to make sure no visible area is 'ambient
only'
light_source {
<4213,4240,6017>
color rgb 0.35*<1, 1, 1>
shadowless
}
// A shadowless light far away, to have a larger lighted area on the 'table'
light_source { <0, 5000000, 0> color 0.5*<1, 1, 1> shadowless }
This might be more important for my Anker renderings, as every stone is
textured, I haven't tested this on BlockCAD/LDRAW related renderings yet.
--
Anders Isaksson, Sweden
BlockCAD: http://user.tninet.se/~hbh828t/proglego.htm
Gallery: http://user.tninet.se/~hbh828t/gallery/index.htm
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Message is in Reply To:
| | Re: Sand Green and POV
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| Mike, In the first image, there are no shadows. What you see are reflections. The reflection of the smoke stack on the top of the engine compartment looks like a shadow because the smoke stack is darker than the abient light you see other places. (...) (22 years ago, 20-Jan-03, to lugnet.cad, lugnet.inst, lugnet.cad.ray)
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