> > What would be really neat is to have a bicubic patch as an area light
>
> Yeah - U would have to sample many points on the patch to determine the amount of
> light hitting the surface - bit like focal blur or use point lights distributed
> all over the patch.
You can kind of already do this with radiosity, but it takes too long to get a good
enough distribution of samples to make clear shadows visible. What I'm talking about
is an area light just like the rectangular implimentation except with shadow ray
tested for a patch instead of a planar rectangle.
> > since it's got u and v built in
>
> What does that have to do with it - unless using point lights all over an object
> - nothing much
In block_area_light, replace the uv of the standard area light with the uv of a
bicubic patch. You need the parameters of the shape to do more than 4 samples.
Anyway, just an idea but I think it would be neat.
-Mike
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