HDR is supported, however very highly 'directional' illumination is not so cool for the point rasterizer atm, it tends to render light leaks in-between surfels and to reproduce 'steps' between hierarchical levels (ie. big rounded chunks). you can still mimic the sun with a directional light however (or you can bake an IBL area light, didn't try that), the problem is when the HDR is the only illumination source (and for that only 'pathtracers' can fullfill your kind of request anyway, which is at the end looking for physical correctness, or at least is better managed in that domain of things). eventually I plan to add importance sampling and spherical harmonics asap and that should fix the problem at the source, or I can see to implement lightcuts as a pre-pass first light bounce where on that apply the final gathering, but first I'd wanna finish the splatter engine and maybe start some internal beta testing.


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