Re: [Algorithms] It looks terrible (was: Lightmap Terrain)
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From: Klaus H. <k_h...@os...> - 2000-08-28 16:38:18
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Kim, it sure is worth a try to let the 'anti sun' shine from above :) Curious to see what it looks like, but can't try it right now. The reason why I chose to place the 'anti sun' to the west, and the sun to the east is, because I saw our artist model terrain. The results looked way great, and he placed the 'anti sun' to the west, and the sun to the east. Also, I was thinking about something completely different: Create an invisible sphere that represents the atmosphere and encloses the whole terrain. Then light the 'faces' of the sphere so that it is brightest where the sun is. Then for each ray/surface intersection point compute the normal at that point and use it to cast a ray towards the sphere. You'll hit a more or less bright on that sphere, and this point is then used as a light source (the color of that point on the sphere then represents the color of the light emitted from the 'virtual' light source). I'm not quite sure what will happen to the shadows, but it's possible that they'll be correct (including penumbrae). Maybe I'm wrong, but I have the feeling, that this can look more than just good. Everyone: What do you think? Niki From: Pallister, Kim <kim...@in...> > On topic: Niki, I understand what you are saying about ambient. Would then > your 'anti sun' best be approximated with a directional light from straight > above? Not sure this captures it well, but at least overhang's would get > complete shadow. |