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Saturday, July 10 2010

Ambient Occlusion and Indirect Lighting

Global illumination is a very popular method for lighting three dimensional scenes. Unfortunately, most of the methods are very slow and requires lots of ressources. Ambient Occlusion is a method for simulating global illumination, while keeping a respectable ratio between results and computing times.


For Blender: 2.50 Alpha 2 and better

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Sunday, June 27 2010

Indirect lighting test with Blender 2.50 Alpha 2

Indirect Lighting with Blender. You would need Blender 2.50 Alpha 2 or better in order to reproduce such results.

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Monday, June 21 2010

Soft shadows and Area lights

Blender is able to produce soft shadows from any of its main lamps, quite easily. But we would still have to deal with the main usage for area lights (in order to answer to a very frequently asked question by many beginners), that is achieving shadows with soft borders, useful for simulating the lighting of a supermarket, a computer screen or a cloudy outdoor.

This article shows the usage of soft shadows, and then of the Area ligths whose settings are sometimes difficult to master.

For Blender: 2.50 Alpha 2 or better

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