questions about area light

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I have some questions concerning the use of area lights for raytracing.

1. It seems that the area samples driving the light and shadow quality (raytraced shadows). Is there a way to decouple light samples and shadow samples?

2. Is there an easy solution to get the shadow a color tint rather to just control the shadow intensity?

Thanks
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2. Is there an easy solution to get the shadow a color tint rather to just control the shadow intensity?

From a lighting point of view your shadow intensity should always be 1 . If your shadows are to dark and need tint then add fill lights in your scene.

rob
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roughsporty
2. Is there an easy solution to get the shadow a color tint rather to just control the shadow intensity?

Not other then custom shadow shader.
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So, how would I be setup this light with a custom shadow shader?

SYmek
roughsporty
2. Is there an easy solution to get the shadow a color tint rather to just control the shadow intensity?

Not other then custom shadow shader.
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roughsporty
So, how would I be setup this light with a custom shadow shader?
SYmek
roughsporty
2. Is there an easy solution to get the shadow a color tint rather to just control the shadow intensity?
Not other then custom shadow shader.

by adding “shop_shadowpath” parameter to this light. This allows you yo apply your shader to a light.
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2. Is there an easy solution to get the shadow a color tint rather to just control the shadow intensity?

In the surface shader you can “cheat” it by testing isshadowray() and set Of to be 1-yourShadowColor if true.
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If I understand it correctly I have to go inside my surface shader of my object which cast the shadow?

But that would mean if I have 2 area lights and one surface shader I only have the control for “one” shadow.

Can you give me an example?

Thanks

mawi
In the surface shader you can “cheat” it by testing isshadowray() and set Of to be 1-yourShadowColor if true.
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mawi
2. Is there an easy solution to get the shadow a color tint rather to just control the shadow intensity?
In the surface shader you can “cheat” it by testing isshadowray() and set Of to be 1-yourShadowColor if true.

Aren't the occluded objects becoming semi-transparent?
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