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If you’ve read and understood parts 1 and 2 of this article, by now you’ll have a pretty good idea of how to construct shadows in a scene. The great thing is: that’s all you really need.. a pretty good idea of how it’s done.

Let me just say here, that perspective can be an extremely technical subject. Combine that with the intricacies of light and you have the potential to get bogged down with complex details and bore people to death! So I’m covering a few essential basics.. partly because there’s no room here to explain things in great depth but MOSTLY because I get by only using the knowledge I need and there’s so much more to learn.

(click the Read on link below)

In Part 1 you saw how the shadow root sits directly below the light. I created a shadow by tracing light lines, intersecting them with shadow lines. The points of intersection created the perimeter of the object’s shadow.

With a simple light source such as a lamp or flame, it’s relatively simple to plot the shadow root on the floor.

(Click the Read on link below)

No, this isn’t some bizarre type of tuber found growing in the Yuyu realm. Though there’s probably a real word for it somewhere, the shadow root is a term I invented that describes the source of shadows in a scene.

This will be a 3-part article covering some mildly technical aspects of adding shadows to your scene using basic ray tracing and perspective techniques. If you don’t know anything about perspective, you may find some of the following article confusing, but really it’s just basics.

(Click the Read on link below)

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