It is not true, see below.MonkeyDLuffy wrote: ↑Tue Apr 28, 2020 2:00 pm 1. I still think that the geometric channels' outputs are unrelated to the material properties(If there is a problem with my understanding, please let me know).
Check the scene intersect function: https://github.com/LuxCoreRender/LuxCor ... e.cpp#L585MonkeyDLuffy wrote: ↑Tue Apr 28, 2020 2:00 pm Or LuxCore's method is on the contrary with my view, if this is the case, please tell me the relevant code(I am learning LuxCore's code).
As you see the ray is continued to trace if the "!transp.Black()".
Now check material "bsdf->GetPassThroughTransparency(backTracing)": https://github.com/LuxCoreRender/LuxCor ... al.cpp#L87
The material is solid/not solid with a distribution equal to the opacity.
Again, on an edge pixel, you hit/not hit the object with a probability equal to the how much the object cover the pixel. It is anti-aliasing done by super-sampling, it is how MC integration work. MC is based on the idea of having many samples and converging to the correct solution on the long run.MonkeyDLuffy wrote: ↑Tue Apr 28, 2020 2:00 pm 2. I am curious about that the edge of the object is not smooth, as the picture showing.
edge.PNG
"the edge of the object"
Indeed, with only one sample, the error can be very high.
This one is a problem I have not yet understood and may be a bug if the material is just plain matte.MonkeyDLuffy wrote: ↑Tue Apr 28, 2020 2:00 pm 3. I'd like to reconfirm that the reason for this situation, whit and bright spots. After the rendering was over, after a while, I saved the pictures. There still are annoying white spots. Every pixel should has been rendered.
white spots.PNG
"whit and bright spots"