

With this last feature, it could be the best representation of light. Missing only that the source ligth are visible to the eye (but not influence the global illumination). The actual luxcore implementation of IES light with area light is perfect at 90%. In other render engines that I tested, The IES light, always there are the sharp shadows because cast light from point, that are not a physically correct representation.

That is the best representation of a light that is possible. This to explain that the luxcore have the best IES implementation, respect to other programs that I tested, because there is the way to make IES light casting soft shadow and have a real light distribution (instead to use incorrect light distribution like point or spot light). For this is better to use an area light instead of point light source, like spot or point light. In the real situation always there are soft shadows, because the source light is an area (a lot of led diod put in an surface and after concentrate with lens). After the light pass through a lens that spread the light based on what you want (wide, flood, spot or narrow angle), or also to change the direction of light to have an asymmetrical projection, like for wallwasher. ), always have an area of source (not point). In real light, based on modern LED (but also for common source light (bulb, linear halogen, etcc. But you have to start not from how to IES are made and how it are usually used in other software, but from how is the effect of real light. Using the IES files with a mesh light is an artistic way to have some penumbra, it is allowed but not That the majority of IES file are point light, it's true. IES light sources are points, it is the way the vast majority of IES file are generated.


I will try the change tomorrow, but in my past test (made with last release 2.2 stable) I had the same wrong result with all engines and device (CPU+path, CPU+bidir and GPU+path). I was doing the tests on CPU and it works fine while it is the GPU code to have a problem.
