Correct or not, it does less damage than black outlines. You can't just tell client "Sorry, our renderer can't render that bulb without those ugly black edges". Hopefully others will help me convince you it simply can't stay this way, if Corona's ever supposed to be production renderer.
Quote from: Rawalanche on 2015-02-26, 19:24:06Correct or not, it does less damage than black outlines. You can't just tell client "Sorry, our renderer can't render that bulb without those ugly black edges". Hopefully others will help me convince you it simply can't stay this way, if Corona's ever supposed to be production renderer.This! sometimes the option to break reality HAS to be there, production doesn't follow realistic time frames always so people need an option to achieve unrealistic results.
Quote from: lacilaci on 2015-02-27, 12:28:06Well, in case of wallpaint the black wall looks really bad.. But it can be avoided using very high IOR and low reflectivity..Now I know this isn't how you would like to go about materials, using some weird values, but in that scenario it is avoidable problem.Nope, that's not a solution. You will completely change characteristics of that material. IOR 100 will mean there will be almost no difference between facing and parallel angle reflectivity. It will look like very dull aluminium, not wall paint.It's like saying you can workaround refraction bug by using opacity instead of refraction.
Well, in case of wallpaint the black wall looks really bad.. But it can be avoided using very high IOR and low reflectivity..Now I know this isn't how you would like to go about materials, using some weird values, but in that scenario it is avoidable problem.
So rerendering an older scene will not match? That would be quite bad to be honest...