Following is a description
of the shadow types available in LightWave.
Ray Trace
Take a red thumbtack and stick it into your ceiling.
Then take a spool of thread and tie one end of
the thread to the thumbtack. Walk away from the
thumbtack, letting the spool play out the thread
until you reach a wall. Cut the thread and tape
the end to the wall. Make sure the thread is taut
and straight. You now have a line drawn from a
source point to a target point. Add a million
more threads all originating at the red thumbtack
(your light source) and hitting walls, floor,
chairs, tables, and everything else in the room.
That's how ray-traced shadows work.
Whenever an object gets in the way of your thread,
the ray stops. There is no ray behind it. That's
a shadow. And it's sort of how light works too.
A photon is flung from the surface of the sun
and flies through space in a reasonably straight
line, analogous to the threads (not counting gravity,
you bad physicists), until it impacts some opaque
material that stops its travel.
So what's the difference between real sunlight
and ray-traced light? The thumbtack-and-thread
example we just looked at has all the threads
starting at a single point in space. But the sun
is not a single point. It's a big, luminous ball.
If we wish to create a more realistic model, we
will need to take a very large box of thumbtacks,
stick them into the ceiling in a big circle as
close to each other as possible and then run a
million threads from each pin to points all over
the walls, floor, ceiling, and anything else in
the room. You can see how this requires a great
deal more work. You can also see why a point source
ray-traced light calculates much more quickly
than an area light, which is, in essence, just
like the big circle of thumbtacks on the ceiling.
Distant lights also ray trace shadows, but they
work a little differently. Instead of all the
light originating from a single point and radiating
outward, the light rays all run parallel to each
other from the beginning to eternity. They have
no origin and no position in space, only direction.
For more on how distant lights work, see Chapter 7.
All the light types in LightWave's toolset are
equipped for ray tracing. The only real disadvantage
to shadows produced by a ray-tracing light source
is that they are very hard-edged. In reality,
since all lights have some amount of size, all
shadows must therefore have some amount of softness
since the light rays will "wrap around" objects,
even if it is just a small amount. Smaller lights
will tend to have harder shadows than larger lights
because the light wraps around less, but none
of them cause completely hard-edged shadows. Ray-traced
shadows are typically used where sunlight is your
main light source or where you see shadows that
are very near the object that is casting them.
Most people seem to perceive sunlit shadows as
hard-edged, and most shadows are harder edged
close to their object. But beware of this. People
think sunlight causes hard-edged shadows, but
when they see the hard shadows in your CG work,
they subconsciously know that it looks wrong.
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