Incorrect calculation of Point Light Radius on a surface #111091
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Reference: blender/blender#111091
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99
Blender Version
Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-11 21:47, hash:
cf5666345d20
Worked: 3.6.2 Release Candidate, branch: blender-v3.6-release, commit date: 2023-08-11 11:40, hash:
934165f1c8ee
Short description of error
The area of the Point Light Radius is rendered entirely within the intersection of a surface and not with an natural falloff anymore.
Exact steps for others to reproduce the error
Please load the attached scene into Blender 4.0.0 Alpha and 3.6.2 RC and compare the results.
Not sure if it's a similar fix as #108957. Could @weizhen @LukasStockner give any input?
I don't think it's the same issue. It also appears when changing to a Spot Light. The intersection of the "Sphere" will be rendered solid white. Even if the Light is below the surface. Please watch my capture (Cycles).
IMHO this is not a bug but a feature:
#108506 (comment)
Yes, the point light has been changed to sphere light for energy preservation and better compatibility with other renders #108506. Outside the radius it is treated as a sphere light, inside the radius it's not well-defined, different renders treat it differently, we choose to make it double-sided, so it behaves like a dome light inside the radius.
The same change is applied for spot light #109329.
These are documented in the release notes.
Yes, it makes sense now. I will tell my students to scale the Point Lights down to the size of the light bulbs. ;-)