Hi All
Maybe it's more for "Render theory" but we've not privilages to post there. We are programmers and our actual work is related with area lights and photon maps. Our Q is:
What is a relation between Photon Map and Light Falloff in VRay?
Details: for radial and area lights a photons' density falls quadratic by distance, just cause photons are dispersed. So, these lights should have quadratic attenuation always? (otherwise direct/indirect illumination would not correspond each to another). And the second (related) Q:
What are ways in VRay to suppress unwanted overbright nearby light(s) with quadratic attenuation?
Thank you
Maybe it's more for "Render theory" but we've not privilages to post there. We are programmers and our actual work is related with area lights and photon maps. Our Q is:
What is a relation between Photon Map and Light Falloff in VRay?
Details: for radial and area lights a photons' density falls quadratic by distance, just cause photons are dispersed. So, these lights should have quadratic attenuation always? (otherwise direct/indirect illumination would not correspond each to another). And the second (related) Q:
What are ways in VRay to suppress unwanted overbright nearby light(s) with quadratic attenuation?
Thank you
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