Comments (3)
The method should be almost exact for a quad light when not using the "clipless approximation". Could you share any more details about your implementation (is it directly based on the latest code in depot?) and the scene configuration you're using (the area light type, dimensions and angle relative to the receiver, etc.)? Some screenshots showing this issue would be ideal.
Thanks!
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Sorry, this looks like my own issue. After disabling my own shadow code, the approximation works perfectly.
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Okay, no problem! I appreciate you taking the time to report this, even if it's turned out not to be a bug.
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Related Issues (8)
- filter code HOT 2
- Metalness HOT 2
- Light source below the ground HOT 3
- WebGL Demo links out of date HOT 2
- Some Confuse about fit code HOT 5
- Texture Prefilter Tool is giving incorrect results HOT 1
- Black spot when using disk light HOT 2
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