AgentSmith opened this issue on Jan 19, 2006 ยท 38 posts
InfernalDarkness posted Thu, 19 January 2006 at 8:18 PM
The parallel light thing always got me down, too. I have to disagree with you Pidjy, from #6, in that even though Bryce IS only a ray-tracer, ray-tracing wasn't and hasn't been made to simulate natural light at all... Rays are "data-rays", and not "light-rays", and behave nothing like photons. Check out Maxwell or mental ray for more information on that topic. Perhaps someone should suggest to DAZ something about fixing the parallel lights for version 6? I don't think I saw it on their "to do" list last time I looked...? Parallel lighting algorithms are really, really straightforward and should have been incorporated in version 1! But that's all just techy-ness. I'm trying to think of a use for the parallel light now, and simply can't... For a tube light, you'd still have to use multiple radial lights (the more lights, the cleaner it would be) since a parallel light only emits light in 1 or 2 directions, and a tube light emits light in ALL directions EXCEPT those 1 or 2 (the endcaps). A tube light would be the opposite of a parallel light... Zakalwe, in #13 and #14 your effects were caused by negative lights emitting POSITIVE shadows. Imagine a negative flashlight (negative photons exist?!?), where the spot you shined it on would be dark, and whatever shadows that cast would be lighter! That's what's happening in that image in #13... You can test it with one neggy light and a sphere, it's pretty weird but very cool! FLASHDARKS?!?!