So feeling unmotivated over coffee I decided to look at the spot light. Here visually is what I found. The images are accurately labelled so I'll not blab on.
What is the object you are using? Any reason it's so spotty?
I've had a lot of issues using the spotlight correctly. The lighting scales seem way off on both spotlight and light glow.
Quote from: WASasquatch on January 01, 2015, 08:52:39 PM
What is the object you are using? Any reason it's so spotty?
I've had a lot of issues using the spotlight correctly. The lighting scales seem way off on both spotlight and light glow.
Just a sphere with a mesh transparency map in the opacity channel. Was using it for shadow tests earlier with a regular light source.The point of what I posted was the graininess by degree of the various settings for *atmosphere and the soft shadow samples* in the spot light. With the last 2 using zero atmosphere and a Cumulus with no Density shader, and getting much better results.
Remember my monorail? I had trouble getting the grains out, tough cooky.
Quote from: Dune on January 02, 2015, 04:04:05 AM
Remember my monorail? I had trouble getting the grains out, tough cooky.
Yeah, was remembering the discovery you made at the end o my tests that atmo sucks and a cumulus is the answer for visible spot lites.
Also remember the Landy thread?
Had to use a cloud quality of 18 to get rid of the grain.
Quote from: j meyer on January 02, 2015, 10:45:58 AM
Also remember the Landy thread?
Had to use a cloud quality of 18 to get rid of the grain.
yup, there was/is that as well. Sure hope they can sometime fix that.
Quote from: bobbystahr on January 02, 2015, 04:32:24 PM
Quote from: j meyer on January 02, 2015, 10:45:58 AM
Also remember the Landy thread?
Had to use a cloud quality of 18 to get rid of the grain.
yup, there was/is that as well. Sure hope they can sometime fix that.
Is it really fixable? From what I gather TG uses dot-matrix to render. So... to get that quality, you would need to upp the amount of 'pixel' density in the air via teh atmosphere. And it is probably as it is because of render times. I can imagine how 500 billion pixels in the air would slow things down... Especially when computing their space in the scene.