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There's a lot of spiky noise in the zero day scenes that looks like an MIS issue:
Things learned so far:
It even happens with --force-diffuse, so it's presumably not an issue with concentrated indirect light
It happens with both the path and volpath integrators (and both the CPU and GPU volpath integrators), so it's presumably not an issue with MIS computations in the integrators
It is being added when a BSDF-sampled ray hits a light source (hence, the assumption that something is wrong with MIS weights)
It happens with both solid angle sampling and uniform area sampling of the triangular light sources, so is not related to e.g. solid angle sampling blowing up for very small triangles.
It happens with both the BVH and the "power" light sampler, so is presumably not related to the BVH light sampler e.g. incorrectly returning zero probability for sampling a light.
It doesn't happen with "maxdepth" 1.
...and that's as much as I've figured out so far.
The text was updated successfully, but these errors were encountered:
(And eliminate the SampledPDFIsProportional() method from the BxDF
interface.)
This fixes a previously-unknown(*) bug that was causing noise in some
scenes. The issue is that the LayeredBxDF actually doesn't always return a
proportional PDF: if the path scatters at the interface and doesn't enter
the layers, the BSDFSample is a regular one. The PDF is only proportional
if the path starts bouncing around in there...
(*) This could be the issue noted in #14--not yet confirmed...
Many things have been fixed since this and the noise now seems reasonable to the point that it now seems plausibly expected noise from tricky indirect lighting.
There's a lot of spiky noise in the zero day scenes that looks like an MIS issue:
Things learned so far:
--force-diffuse
, so it's presumably not an issue with concentrated indirect light...and that's as much as I've figured out so far.
The text was updated successfully, but these errors were encountered: