So I've changed the code a bit (now my instances inherit from ShadeData instead of DefaultShadeData) and override getUVWderivs and getUVWbases functions using the code for triangle meshes found here:
https://forums.chaosgroup.com/forum/...nd-getuvwbases
I multiply the result of getUVWderivs by 0.05 and that gives me roughly the UVW filter blurring I'd expect. I don't really like having that magic multiplication value in there but it's a workaround for now.
https://forums.chaosgroup.com/forum/...nd-getuvwbases
I multiply the result of getUVWderivs by 0.05 and that gives me roughly the UVW filter blurring I'd expect. I don't really like having that magic multiplication value in there but it's a workaround for now.
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