art3mis 56 Posted April 29, 2017 (edited) At least in the Scene view, confused as to why Area Lights seem to be made up of several lights instead of being 1 flat emitting source? Seems quite misleading... Edited April 29, 2017 by art3mis Share this post Link to post Share on other sites
Guest tar Posted April 30, 2017 The viewport specular reflection of an area light is tied to the Display options-/Effects> light sampling, the HQ shadows are hard coded at 5 samples. Hopefully the the shadows will be upgraded soon so at least the OpenGLRop can use the light sample setting. Why is it so.... this is the same way area lights are done in raytracing, but with a galizzion samples. Share this post Link to post Share on other sites