mysticeagle opened this issue on Mar 04, 2012 · 42 posts
bagginsbill posted Mon, 05 March 2012 at 7:58 AM
By introducing some additional light in the foreground, you create a contrast with the background, so I'm not sure that you would also need to use depth cue.
On the other hand, depth cue can effectively force a foreground/background contrast in otherwise even lighting, so could be handy.
I'll show you setting up the depth cue momentarily.
First, a little explanation of the lantern.
I placed a pointlight inside each lamp, near the top. These are my "bulbs". They are set to inverse square falloff.
The lamp "glass" is a nearly transparent material. Transparency is .98. That leaves 2% of local lighting. With the point light so close, the glass is intensely bright even at 2% reflection. It looks white.
But the bulb point lights are not white. They are yellow. I used the front parameter dials and the RGB value is 1, 1, .9. Intensity is 70%. (0.7 in the mat room)
Shadow blur radius is 2 at 50 samples.
Note also that the local lighting creates a gradient bottom to top as well as front to back. If we were to use depth cue instead, it would only be front to back.
I prefer the realism that comes from local lighting.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)