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Noise caused by the Quad light implementation

Posted: Wed Dec 14, 2022 10:07 am
by isolog
I found this problem in C4D at first, see this post:viewtopic.php?f=9&t=80923&p=419965#p419943
aoktar wrote:Anyway it looks like a weakness on Light rays which are blocked by self at zero angle between faces. You may export ORBX and post in standalone topic
I then exported the scenes to standalone for testing.
And found that the C4D quad light in standalone is a mesh with a emission material and still has noise (I simplified the nodegraph to see).
light from C4D
light from C4D
light from standalone
light from standalone
So I'm posting this in the C4D forum.
I would like to know why C4D quadlight is implemented differently than standalone, and if this noise problem can be solved.

Here is the scenes file.
test.zip
test scenes
(6.16 KiB) Downloaded 36 times
Perhaps a little presumptuous, please forgive me.

Re: Noise caused by the Quad light implementation

Posted: Wed Dec 14, 2022 1:48 pm
by aoktar
So I'm posting this in the C4D forum.
I would like to know why C4D quadlight is implemented differently than standalone, and if this noise problem can be solved.
Looks like "use primitives" parameter is internally resetted in plugin side. It's working well if we correct the problem.