Crazy Scanline AO ideas
Posted: Sat Aug 14, 2004 10:54 pm
I was thinking of a way to create an effect of diffused light shadows similar to AO for the raytracing but specifically for non raytraced spot lights. I have done test in which I parented grids of low power negative lights to the surfaces of objects. Then I set up either spotlights or a hemilight system. The shadowing effect are similar to AO lighting but without the rendering time hold ups.
I am not a coder but I was wondering if there was a way to access the vertex level mesh topology of objects and set in place a feature that would set a spotlights, etc. "negative" shadow depth value for light that is cast onto the surface of a mesh object. This setup could control how much light and shadow actually reaches the mesh surface to illuminate it. This value (negative to positive light level strength per vertex, calculated by the characteristics of the light properties) could be random or logical based on the distance of the light from the surface and the length of the lights shadow depth. Maybe the vertexes could be set with this value at rendertime and the diffused deep shadowing effect would be seen upon rendering. This would be better than manually applying negative lights to grid on a mesh surface to simulate AO lighting setups with scanline renders.
Maybe it's a 3d artist crazy idea, I'm no coder.
What do you think about this?
In any case,
Blend on!
I am not a coder but I was wondering if there was a way to access the vertex level mesh topology of objects and set in place a feature that would set a spotlights, etc. "negative" shadow depth value for light that is cast onto the surface of a mesh object. This setup could control how much light and shadow actually reaches the mesh surface to illuminate it. This value (negative to positive light level strength per vertex, calculated by the characteristics of the light properties) could be random or logical based on the distance of the light from the surface and the length of the lights shadow depth. Maybe the vertexes could be set with this value at rendertime and the diffused deep shadowing effect would be seen upon rendering. This would be better than manually applying negative lights to grid on a mesh surface to simulate AO lighting setups with scanline renders.
Maybe it's a 3d artist crazy idea, I'm no coder.
What do you think about this?
In any case,
Blend on!