Rhino novice here, have 2 light rendering questions. Rhino support staff hints that Rhino rendering may not be able to perform. I’m open with using other rendering pack.
I have a point light source and a surface that light and shadows are cast upon. Is there a way to apply the light and shadows to the backside of the surface that are rendered on the front side as well? I want to avoid transparency of the surface so I don’t see the torus through the surface and also avoid creating any other light sources on the backside.
Is there a method that can be use to turn a point light source into a visible solid color where the 3d sphere of visible light would be a solid color and shadows created by objects (surface in example below) would show up as say black
Not for thin surfaces - this kind of thing is called “translucency” or “thin film diffuse” - or something like that. It’s actually trivial to implement in a renderer (unlike SSS).
Not sure if I can be much help in this particular case. Rhino Render doesn’t support that translucency. That said, I am working on the Raytraced viewport mode in Rhino WIP (see the Serengeti forum), and that does support translucency.
Hey Andy regarding 2) is there something else I need to do to stop the sphere from blocking light? I tried method and result shown below on left.
I have turned off “cast shadows” and it seems because the point light source is in the sphere it still wants to block light even though it does not cast shadows.