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It seems that the current motion blurring system has a problem with
moving lights. The effect is cummulative and not averaged. I mean that a
light sampled 10 times will shine 10 times more than a static one. The
workaround is quite obvious: dividing the original intensity of moving
lights by the number of samples gives the expected result.
Another (related) point is that memory consumption due to light buffers
literally explodes with this method. I am not familiar with the
fundamentals of light buffers (although I noted that they speed up the
rendering while consuming an incredible amount of memory in big scenes).
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You actually got lights to blur? I read that camera and light_source wasn't
possible to use in that way. I tried camera before reading about that but not
a light.
Bob
"Francois Dispot" <woz### [at] club-internet fr> wrote in message
news:39061AA7.9D7EC7FE@club-internet.fr...
| It seems that the current motion blurring system has a problem with
| moving lights. The effect is cummulative and not averaged. I mean that a
| light sampled 10 times will shine 10 times more than a static one. The
| workaround is quite obvious: dividing the original intensity of moving
| lights by the number of samples gives the expected result.
|
| Another (related) point is that memory consumption due to light buffers
| literally explodes with this method. I am not familiar with the
| fundamentals of light buffers (although I noted that they speed up the
| rendering while consuming an incredible amount of memory in big scenes).
|
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Perhaps you should use an area_light instead?
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main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote:
>
> Perhaps you should use an area_light instead?
Very clever idea! I hadn't thought about it.
In my very case, it might work. I have a car moving along a street, and
its front lights move with it, lighting an area which depend on its
location, so that lighting is blurred, in a sense. I don't know how an
area light could do it, but in my straight uniform translation context,
it could work. The indicated workaround really works, but the memory
consumption due to light buffers remain.
Thanks for the idea.
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