General Category > Anim8or v0.98 Discussion Forum

Why objects should retain the options for shadows in Raytracing

<< < (2/4) > >>

VBSmiles:
You got the right idea Steven ( though the lamp itself is the glass in question :P )
photon mapping sounds pretty exciting :D
But yeah the hack would be ok also. Sounds weird that it would slow the shadows down rather than speed it up. Maybe just the way it is built that you would be basicly reversing the calculations of those objects?

floyd86:
Photons and caustics! It would be great if you could add those. But for a fast solution, i think disabling shadows for objects would help. Now renders take a very long time because every object is casting shadows, when maybe a few need too.

lynn22:
I like to agree with Hiho, each object already has checkboxes for Cast and Receive shadows. If these boxes could be implemented in ART that would be very helpful.

Because of ART's improved rendering I'm currently restarting from scratch with my museum and I'm caught in a serious snag. In ART you cannot look through the windows anymore like you can in Scanline. ........  :-\

In Scanline you have this lovely reflection of the ceiling light in the top left pane but in ART there's nothing but near black faces. You can only see outside in ART when I take out the panes but then you also see that there are none.

Any suggestions are more than welcome.

Steve:
floyd86, renders do not take longer because every object casts a shadow.  Quite the opposite.  There is only one copy of the geometry this way and shadow rays don't have to find the closest hit.  Any hit means the ray is in a shadow.

The same is true for semi-transparent and colored transparency.  To do that each shadow ray would have to trace objects form the closest hit on until it got to the light or to a 100% opaque object.

lynn22, I know what you mean and I sympathize with you.  But if I waited until that was all working the ray tracer wouldn't be out yet.

Since this seems to be important I'll see what I can do.   Adding non-shadowing objects or materials won't be physically correct.

floyd86:
oh, I was awfully wrong on that then :D

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version