we try to use embree engine, it's very fast and clear. We use xml method to export the scene.
But we find some problem with light and material.
Why the source code don't use Ka parameter of material? there is some part of source code that calculate automatically the (Ka) ambient parameter of material? It seems that is used only a factor Kd, and not Ka & Kd , it's possible?
The scene is very dark in parts distant from the light and very bright in places near the light, there seems to be a lot of contrast caused by an ambient factor of the material is too low.
It seems that instead with hdrilight work better and the light is spread more evenly. But unfortunately 99% of our scenes are indoor and we use pointlight and spotlight.
Can you help us to resolve this problem?
Probably the same problem, but let's see if we put a pointlight the distance of the light emitted is low, we must greatly increase the intensity but then we always have a great contrast between the places near the light and places distant the light.
We cannot calibrate well materials and lights so that light is spread evenly in the scene, can you help us for this?
example of wall material parameter is:
I edited my original post because I found (by reading the forum) two points to keep in mind.
A pointlight will cast a shadow through glass because large light sources are needed. Also because Embree is minimalistic in it's approach.
I also realize it wasn't intended to be a fully functioning RT, so my apologies for the original post. (which is now withdrawn).
LOVE the raytracer - I added jpeg processing and added to the commands and obj definitions. The results always come out natural and faster than blazes. To have that speed and not be limited by the memory limitiations of GPU's is a real boost!
Awesome work guys! Thank you for providing it.
The Embree example path tracer does not support rendering caustics caused by a point light. Replace the point light be a large area light and the caustic will be visible.