|
![](/i/fill.gif) |
> Nice, i think Chris Huff was working on a similar patch too. Does it
> generate smooth transits or are there steps in the pattern value?
it should be smooth transition : you give the number of samples you want,
and the pattern return (nb_samples_hit)/(nb_samples). It uses the same
hemisphere distribution than the blur for reflection
i was thinking about adding a max_distance, so that if the ray intersect the
object too far, it does not count as an intersection.
M
Post a reply to this message
|
![](/i/fill.gif) |