Jump to content
  • 0

Directional Shadows


Spectre01

Question

This is more of an artistic question regarding sector shadows interacting with elevation.

 

Let's say I have two cylindrical towers 256 units tall. For the sake of simplicity, the light source is coming from the west and the length of the shadow is the height of the object. So a 256 high cylinder casts a 256 unit long shadow.

t9F5j65.jpg

Now, let's say I have a second cylinder with a pit behind it, 64 units in depth. Given the above scenario, would the shadow lengthen to 320 units? If the pit is bisected into sectors of different elevation, would the same shadow's length increase/decrease depending on the height of that sector in relation to the cylinder?

eTUwF7D.jpg

 

Edited by Spectre01

Share this post


Link to post

5 answers to this question

Recommended Posts

  • 1
1 hour ago, Spectre01 said:

But following the same rule set, what would the accurate shadow for the pillar on the left even look like?

Kinda like so wrt floor shadows:pillar.zip

 

The problem here is then that you need to get a different ceiling brightness by way of boom/ZDoom actions if you wanna be accurate. And if we assume you want to be, then welcome to the spaghetti-zone.

Share this post


Link to post
  • 1

Everything depends on where you want the light-source to be. If we assume the light comes in at a 45° angle (Z-axis), then yes, a 256mu pillar casts a 256 long shadow (ignoring differences of the size of mapunits wrt height), and a height difference of Xmu therefore means the shadow's length increases by Xmu as well, except when it doesn't (in case pillars are at different heights, which changes the angle relative to the light source). Things get difficult when you have light sources close by, and need to account for differences on the XY-axis as well the Z-axis, though.

Share this post


Link to post
  • 1

I'd say if you have knowledge with a 3D modeling program like Blender, maybe you could export the pillar sectors as a .obj file. Import that into Blender, add a lamp object and set the pillar object to cast shadows. I say maybe because I haven't done this myself, but it sounds like it could work.

Share this post


Link to post
  • 0

Ok, sounds good. I assume for arches and whatnot, you would use the difference between the ceiling and floor for the shape of the shadow.

orS9YcE.jpg

 

KF6Tm0Y.jpg

But following the same rule set, what would the accurate shadow for the pillar on the left even look like?

 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...