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The Silhouette Edge
Stencil shadowing is about finding a silhouette of the mesh, and projecting it away to form a volume. What this means is that there is a definite boundary on the shadow caster between light and shadow; a set of edges where where the triangle on one side is facing toward the light, and one is facing away. This produces a sharp edge around the mesh as the transition occurs. Provided there is little or no other light in the scene, and the mesh has smooth normals to produce a gradual light change in its underlying shading, the silhouette edge can be hidden - this works better the higher the tesselation of the mesh. However, if the scene includes ambient light, then the difference is far more marked. This is especially true when using 7.3 Modulative Shadows, because the light contribution of each shadowed area is not taken into account by this simplified approach, and so using 2 or more lights in a scene using modulative stencil shadows is not advisable; the silhouette edges will be very marked. Additive lights do not suffer from this as badly because each light is masked individually, meaning that it is only ambient light which can show up the silhouette edges.
原文在这里http://www.ogre3d.org/docs/manual/manual_68.html#SEC288
不好意思 不知道怎么翻过来 [em10] |
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