Ridley5 opened this issue on Jul 26, 2010 · 1724 posts
adp001 posted Thu, 26 August 2010 at 9:46 AM
Quote - > Quote - so the mathematical pure sphere is in the code?
and the code tells Lux if the sphere is bigger or smaller?
Yes in the LuxRender engine. Hit-testing a ray against a sphere (a point and a radius) is mathematically the 2nd simplest thing to execute in ray tracing. The simplest is hit-testing against an infinite plane.
Even one triangle is more complicated than a sphere. A low-poly spherical mesh is about 100 times more expensive than a sphere.
Thanks! This is an important information. Does this mean all Lux "build-in" shapes () are mathematical solutions? If yes. wouldn't it make sens to replace spotlights with a disk-shape to make the lightsource visible in the scene if checked in the GUI?