> I didn't mean a physically correct point light, you are right that a 'real'
> point light won't give soft shadows. I did in fact mean the fake method used by
> most other render engines when dealing with point lights in 3D software, to give
> you extra artistic control and ease of use and still end up with a nice result.
> But thankfully the area light method seems to be a good workaround.
I don't see how it's a workaround.
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