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Lights and shadows are shaders too, and all it'd take to change things (beside a better lightrig which xsi needs for mray too anyway) is a different light shader. MR depthmap shadows really don't set the standard for anything. Software houses are free to provide their own light rig and to attach a different CPset to it if they want, or they can provide a different light shader and some tacked on additional properties to the light.
I still think things are confused here, you seem to think MRay's integration is hurting other implementations without any way out of it for the other providers, that is plainly, and simply, wrong.
On Tue, May 6, 2008 at 1:58 PM, Tim Leydecker < baueroink(at)gmx.de> wrote:
The area besides materials and shaders in general
that shouldn´t be forgotten is lights and shadows.
You already mentioned shadows, mR depthmap shadows
really shouldn´t set the standard everybody else
tries to mimik, nor should the limited set of lights.
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