Hi Kari,
Kari Kivisalo wrote:
>
> Michael Andrews wrote:
> >
> > because the radiosity sample counter is reset to the start
> > every time, sampling artifacts are produced.
>
> Excellent! Could you render cornell.pov with the old and modified
> MP so that the effect of the fix on overall energy distribution can
> be compared.
I'm posting the same file run on original MegaPov, my modified MegaPov
and v3.5b6. I'll put them as a reply to my previous post on p.b-t.b.
There seems to be a major fix on the spotlight code between MegaPov and
3.5; there is a very marked difference at the top of the walls between
the two.
>
> > fade_distance sqrt(sX*sY)/N
> ^^^^
> You fixed this too :)
Well this looked like a way to do non-square lights. I'll probably
modify the scene to allow different numbers of light patches in each
direction. This would probably need
fade_distance sqrt((sX*sY)/(nX*nY))
I guess.
>
> _____________
> Kari Kivisalo
Bye
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