- Sun Oct 29, 2006 3:53 am
#191779
Hi all,
A user (Patrick) brought to my attention that this shading issue is not necessarily a Maxwell bug.
For example, Blender had a similar issue, and here is the explanation of one of the developers (Ton Roosendaal)
http://www.blender3d.org/cms/Misc_impro ... 355.0.html
It seems that Tom was on the right track as well:
http://www.maxwellrender.com/forum/view ... hp?t=18352
Other modern renderers seem to overcome this basic limitation because they introduce biasing methods to glean over the issue (but at the same time run the danger of introducing artifacts).
The only practical solution I see so far is to tighten the polygons so as to make this (non Maxwell specific) effect negigible.
A user (Patrick) brought to my attention that this shading issue is not necessarily a Maxwell bug.
For example, Blender had a similar issue, and here is the explanation of one of the developers (Ton Roosendaal)
http://www.blender3d.org/cms/Misc_impro ... 355.0.html
It seems that Tom was on the right track as well:
Casey, may have also been on the right track (if I understand his description correctly):Tom wrote: This is not a bug, it's a limitation of non-tricky physically based shading of surface. Currently, the only solution is you need to refine the mesh (increase mesh resolution). However, we'll keep our experiments for a better solution.
http://www.maxwellrender.com/forum/view ... hp?t=18352
Other modern renderers seem to overcome this basic limitation because they introduce biasing methods to glean over the issue (but at the same time run the danger of introducing artifacts).
The only practical solution I see so far is to tighten the polygons so as to make this (non Maxwell specific) effect negigible.
"Only the happy can escape the labyrinth, but only those who escape are happy"