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Old 14-09-2003, 11:16 PM   #72
cthulhu
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Here's a shading solution to the GI problem. There is one local light in this scene (casting the shadows), the rest is s light shader I made for trueSpace. The shader basically simulates 3 directional lights, so this look could also be achieved with traditional lighting as well. Of course, this is just for a single object. Simulating light bounce throughout a room or something, that's different. I think the idea of placing lights where bounce occurs works well. It just takes a bit of time and planning to make it look good, and it renders faster (in some circumstances) than GI/radiosity.
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