The great thing of using this technique, is the ability of having a parametric workflow, since the generated mesh is a property of the curve. So, by controlling the curve (point editing, etc), the mesh will be automatically updated for rendering. You may also change the linetype and scale, at any time.
A few weeks ago, George asked me whether it would be possible to have random color variation for his instanced grass scene. He wanted to achieve something more appealing to the eye than creating numerous instances with the same look. I liked the idea so much that, putting aside everything non-urgent, we started working for it.
Every developer has to come with a solution to this problem. The easiest and the most effective way is to create components as place-holders for different light types. Setting an initial position and a direction of a light was easy in Thea for SketchUp, but modifying it afterwards was quite painful and wasn’t very precise.
This article will show you how to achieve fast caustics, using Thea Presto Engine. Lights need to have a surface area in order for Presto to produce caustics and the Sun is not one of them. It is so far away from the scene that it can be thought of as a point light....