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- From: <sparker@cs.utah.edu>
- To: lacewell@cs.utah.edu, manta@sci.utah.edu
- Subject: Re: [MANTA] rng in thread context?
- Date: Thu, 8 Mar 2007 21:05:00 -0500
- Importance: Normal
add one to render context -bthat is where it should go. James can point you
to his rng classes.
Steve
-----Original Message-----
From: Dylan Lacewell <lacewell@cs.utah.edu>
Subj: [MANTA] rng in thread context?
Date: Thu Mar 8, 2007 8:18 pm
Size: 418 bytes
To: manta@sci.utah.edu
Is there a way to get a stream of random numbers in a surface shader? I
don't see a random number generator exposed in the thread context, so
I'm going to hack in my own for now.
I'm writing an ambient occlusion shader which jitters the occlusion
rays. I can't use a local random number generator because that will
give each shading point the same set of occlusion rays, which causes
structured artifacts.
D
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