ARC / LIGHT STUDIESREAL-TIME AREA LIGHTS
Surface Works / 03
Light meets material.
Paint a finish. Let the light reveal it.
LIVE · UN-SHADOWED
Inside a shading point
The fitted distribution
Actual light, actual material, actual matrix.
0%
∫ₚ D(ω) dω = ∫ₘ⁻¹ₚ cos⁺(θ) / π dωE = —
LTC · analytic
GGX · accumulating
Drag
Relative linear-radiance error
0%10%35%100%+
Noise is also error. Let the reference converge.
Drag light · Alt-drag tilt · right-drag look · WASD move · wheel dolly
ARC / LIGHT STUDIES

Preparing the scenes and polygon-light shaders...

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