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Currently, it appears that while shadow calculations are based on the
position of individual lights in the area light, shading calculations
are based strictly on the center point of the area light, which means
that the diffuse lighting and highlights will appear as if based on a
point light source. Shading should be calculated based on the location
(including adjustment for jitter) of each sub-light in an area light.
Secondly, area lighting does not allow the area light to have only one
sub-light. This should be allowed. The user can then use a jittered
single-source light and higher anti-alias sampling to smooth out the
difficulties.
Thirdly (and I am sure that this has already been suggested), allowing
jitter of reflected and refracted rays would very easily implement
blurred reflections and refractions, making some nice effects available
(with a sufficiently high anti-aliasing level in the overall render).
The distribution of the rays should of course be variable, allowing for
effects from perfect specular reflection (the mirror-clear reflection of
the current version) at one extreme, to diffuse shading, all the way to
ambient shading.
Regards,
John
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