I’d like to know if there is any way to get soft shadows with rendertime radiosity (not creating a new mesh with vertex colors).
The adaptive subdivision of the “modelling” radiosity is really nice, and it’s easy to get soft shadows.
But with the rendertime radiosity I have to crank up the subsurface level of my meshes to about 5 (to get intelligible shadows), and even then the shadows are not soft.
I would use the modelling radiosity with vertex colors, but then:
Any textures I have are distorted as they’re converted to vertex colors.
Meshes that have raytracing reflection activated are not smoothed.
z3r0 d: Thanks for the reply. I am using simple subdivision. I suppose I’m really looking for Face Filter and Element Filter type commands for the rendertime radiosity.
I’ll see if I can separate objects out of the mesh created by modelling radiosity–hopefully that will give me what I need.