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Set ambient light to avoid exactly black shadow. #7
Set ambient light to avoid exactly black shadow. #7
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Notice that the variable that was named "shadow_radius2" is actually compared to the square of distances, so I put it at 4 for a non-squared radius of 2, matching the radius of the sphere.
…rd_skew' and 'fix_shadow' * fix_checkerboard_row_twice_as_large: Don't normalize ray, just copy. Fix one row of checkerboard being twice as large. * fix_checkerboard_skew: Fix bug in checkerboard floor. * fix_shadow: Fix bug in the (admitedly fake) shadow.
Makes limit between sphere and floor much clearer and cleaner.
This is best appreciated after merging #4 #5 #6 and #7. The viewer might be surprised that the shadow extends beyond the lower bound of the image. As far as I know, this is actually accurate given the geometry of the scene. "Fixing" this would imply to push the sphere further and reduce the angular width of view. |
…ere"), avoids aliasing near the horizon.
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Sorry, only noticed this after merging the others. This is great work - thanks so much. My only concern, as you said, is that it's a bit surprising to the viewer, and for a project like this I'd rather have an image that's not surprising over something that's more physically accurate. I think it can be faked to look nicer by simply not painting the shadow when the depth is >= 2 (so we don't see it in the reflection of the sphere). I'll do this now and merge everything together. |
Thanks for merging the PRs.
Well, you're not selling a Hollywood movie, it's a hacker project. So, if the viewer is surprised then educated and makes an actual progress, that's the option I would prefer.
I saw you implemented it. I saw the result and think it looks like a bug, making the program appear less capable than it actually is. But hey, it's your project and if I disagree I can fork it and launch my own blender competitor. ;-) |
Makes limit between sphere and floor much clearer and cleaner.