4 ms·
You can't say any of these is "more correct" from looking at the renders. Those hard shadows stem from a difference in light size, which is almost certainly a p
by horse3d 10y ago
You can't say any of these is "more correct" from looking at the renders. Those hard shadows stem from a difference in light size, which is almost certainly a problem with the scene parameters being treated differently. The light size may have been "lost in translation", turned to 0, creating a perfectly sharp shadow.
- franzb 10y agoOne limitation of appleseed today is that our physically-based sun model is a purely directional light, not a far away disk with a finite radius. This explains the hard shadows on some of the scenes.