Think of it like this: to see if the light is 'shadowed' or not, a ray is shot away from the surface (in the opposite direction of the light); if it hits something, the light is shadowed.
On 01/06/06, George Jenner <[EMAIL PROTECTED]> wrote:
On Wed, 31 May 2006 16:30:15 +0200, BT-3D <[EMAIL PROTECTED]> wrote: > This is the normal behaviour of distant lights because they have no orgin > and so what you can move them where ever you want. The only thing that > counts is the rotation (the direction) of the light not it's position. Thanks for the reply Tim. But I thought if they have no origin, then everywhere is an origin - as if all points in space were spontaneously generating photons all the time and shooting them in the same direction. So I don't immediately understand why a celestial sphere that accepts shadows would turn all the lights off. I'll assume it's more a matter of programming than philosophy and check the shadow box. George > They > also can't have a fall off. > > Tim > > -----Ursprüngliche Nachricht----- > Von: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Im Auftrag von George Jenner > Gesendet: Mittwoch, 31. Mai 2006 15:48 > An: user-list@light.realsoft3d.com > Betreff: Distant lights and environments > > I think I've just discovered that environments and other spheres will > block > all light from a distant light unless "shadow invisible" is checked. > > Is this true? > > Geo > > -- > Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ > > > > > -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/