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turanszkij avatar turanszkij commented on August 16, 2024

Hi, area lights are not implemented for voxel GI and path tracing yet. For now, you can add a mesh to the scene and set it to be emissive and that will work as area light (only in path tracing and voxel gi). Proper area light support for those should be added in the future though.

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turanszkij avatar turanszkij commented on August 16, 2024

By the way, you don't have to put any probes for voxel GI

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antonyjones67 avatar antonyjones67 commented on August 16, 2024

Thank you! :)

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turanszkij avatar turanszkij commented on August 16, 2024

Area lights should be unified to work everywhere consistently. Right now problematic areas are:

-Path tracing: Area light shadow rays need to be implemented by selecting random point on area light surface. There are at least 4 area light types which will need different algorithms to select these points. An other problematic area is the area light visualizers, they should be traced at primary rays first bounce only, otherwise they would contribute twice (punctual and stochastic).

-Voxel GI: Need to voxelize area light geometries.

-General performance: current area light implementation is producing rather heavy shaders.

Right now this remains a low priority feature request.

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turanszkij avatar turanszkij commented on August 16, 2024

Area lights were removed some time ago

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