I made a simple test setup in order to examine the influence of deatils in the shadow casters on the shadow image. Therefor I created a scene where the casting objects are replaced by musgrave noise alpha maps where the amount of richness/detail can be adjusted. In order to reduce the complexity of the experiment I worked with one set of shadow casters and one light only in order to produce a “clean” result.
Then I iterated the amount of details in each shadow caster and rendered the resulting shadow image with Blender’s raytracer.
Version 1: inner caster: high details, other casters: neutral
Version 2: inner caster: low details, other casters: neutral
Version 3: mid caster: high detail
Version 4: mid caster: low details
Version 5: outer caster: high detail
Version 6: outer caster: low detail
- each individual caster has significant influence on the shadow image
- the amount of detail is relevant, regardless if the caster is in the inner, mid or outer ring
- more experimenting is necessary: the contrast between opacity and transparency needs to be investigated
the shadowland machine is also capable of generating volcanoes!