Indigo 0.9 test 2
OK, that worked but it creates a problem if you create a material with multiple uv sets and apply it to a sphere primitive. (eg. doing a material preview on a sphere).OnoSendai wrote:try 'default' for the sphere UV set.
So...using exit portals should give you the same environmental lighting as if not using exit portals as long as you don't change the setting for bi-directional....I will test this.As far as the light changing direction, it's not really a exit portal bug, but more a consequence of the way environmental lighting is done with bidirectional path tracing.
I am getting crashes with this simple scene. It seems to work if there is no texture applied to the cube. Any ideas?
Using Pentium 4 with Windows XP Pro
Whaat
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rgb spectrum looks like:
textured emitter looks like
Code: Select all
<rgb>
<rgb>10 0 0</rgb>
<gamma>1</gamma>
</rgb>
Code: Select all
<meshlight>
<rotation>
<matrix>
1 0 0 0 1 0 0 0 1
</matrix>
</rotation>
<pos>0 0 0</pos>
<scale>0.5</scale>
<mesh_name>lightmesh</mesh_name>
<!-- define the emission spectrum-->
<spectrum>
<uniform>
<value>100000000</value>
</uniform>
</spectrum>
<!-- texture the light -->
<texture>
<uv_set>albedo</uv_set>
<path>../177875_1168716264_large.jpg</path>
<exponent>2.2</exponent>
</texture>
</meshlight>
Thanks Ono... waiting for any news.rgigante wrote:
Thanks Ono!
Any news or performance comparision in the case of rollback to the old transformation matrix form?
Thx in advance, Riccardo.
Not yet, will look at that soon
But... in the meanwhile... any chance to see the emitting property and "exit portal" property becoming integral part of material definition removing the meshlight items?
Thanks really again.
Riccardo.

