enabling spot light for area lights just means you now have a scalable spot
Vs an infinitely small point emitting light
the best way to get proper glass fractures is to do the following. * make an attribute on the internal faces of the cracks, use it as emission in your shader, this simulates caustics * make an attribute that falls off from the crack center, and use this to drive refraction roughness, this simulates micro fractures
This is the approach we developed on John Wick, with all the shattering glass stuff
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