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Feeding custom initial points to Indirect Light?


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Is there any way to pass a custom point cloud to the Indirect Light to compute the lighting from?  Seems like this could greatly help improve the stability of the solution from frame to frame.  As an example, using advected points in a volume to calculate the indirect scattering.

 

Or maybe Pixar has patented this technique for RenderMan or something...

 

-Jon

Edited by jonp
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