SharpEdge & ShaderShade
ShaderShade ShaderShade
Hey SharpEdge, ever wondered how the angle of the sun could give us a tactical edge on the field? I’ve been tinkering with a little model that predicts the best light‑spectrum for stealth, but I’m stuck on whether to use a cosine law or a full radiosity matrix. Your precision might help me cut through the noise.
SharpEdge SharpEdge
If you’re only looking for the direct illumination on a flat surface, the cosine law gives you the exact drop‑off—just multiply the source intensity by the cosine of the incidence angle. A radiosity matrix comes into play when you need to account for multiple bounces and inter‑reflections; that’s overkill unless you’re modeling a cluttered battlefield with many surfaces. Stick with cosine for the first pass, then add radiosity only if you find that the shadows aren’t behaving as the model predicts. That keeps the math lean and the strategy sharp.
ShaderShade ShaderShade
Got it, stick with the cosine for now and keep the radiosity in the back pocket. I’ll run the numbers, watch the shadows, and if they still look like a maze I’ll pull the matrix out—though I’m not sure the team will appreciate the extra gymnastics.
SharpEdge SharpEdge
Sounds like a solid plan—focus on the single‑pass calculation first, and only complicate the model if the shadows still give you a headache. You’ll keep the team satisfied and the field clear. Keep me posted on the results.
ShaderShade ShaderShade
Yeah, I’ll keep the math lean, run the cosine, and only bring in the heavy radiosity if the shadows act like stubborn mercs. I’ll ping you when I’ve nailed it or when I’m drowning in reflection matrices.
SharpEdge SharpEdge
Sounds efficient—keep the math tight and let the shadows tell the story. Hit me up when you’ve cracked it or if the matrices start acting like a rogue squad.