Going through the Arnold docs and not really finding a direct answer. I can use mesh light on polygonal objects just fine and it does seem to be much cleaner in the specular than using a shader with geometry emission.
But here's the tricky part... I have a scene with lots and lots of splines and I would prefer to use them as mesh lights instead of emission shaders. Is there any way we can achieve this?
theoretically I can sweep it...but I would prefer it to stay dynamic (x-particle trails) :).