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Fix underwater emitter issue #637
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Does this resolve the issue for Test 2 where the camera is above the waters surfacing looking under? This would be a much more common scenario compared to the flawed, but more apparent Test 1. I don't believe I included the scene files for Test 2, but just raising the camera up and looking down into the water should be enough. Emittance/exposure might need to be raised a touch as it's less noticable. The only main difference I am seeing is the underside of the waters surface does not seem to be directly illuminated by the glowstone and is rather only receiving a reflection. This would be a small trade-off towards resolving this emittance issue. |
Hmm.. I'll have to look through my collection of snapshots but I should be able to narrow down the changes that caused that. Otherwise this looks good. |
Right! I didn't test 1.4.5 in #528 1.4.5 does not see undersurface illumination (500SPP). As with 2.0beta6 and 2.2.0-323 (only 16 SPP, so ignore the noise). |
Sure, here is the 2.2.0-322 build with its version file |
I'll redownload your scene to be sure i didn't change something |
I would assume that's why 1.4.6beta2 has this issue and not 1.4.5. 1.4.6b2 has support for 1.13 resource packs. |
While stepping into the path tracing code, i saw that a ray had its previous material set as air even though it was in water, so i added a test to set its previous material to water. I don't really understand why but it fixes the issue with underwater emitters not lighting the block around.
Fixes #528
Render with fix: