Cycles brightness difference between CPU, GPU and CPU+GPU #101816

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opened 2022-10-14 02:42:52 +02:00 by Musikdoktor · 12 comments

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59

Blender Version
Broken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: b292cfe5a9

Short description of error
Seems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.

GPU
gpu.png

CPU:
cpu.png

CPU+GPU:
xpu.png

As you can see, there's a visible line at the top of the render-
Trying to encapsulate the bug i get this result.

Create a interior scene, add a glass material and try to render with both CPU and GPU.
**i guess the problem is related to the material.
untitled.png

Here is the scene..
GlobalIllumination2.blend

Thanks.

**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59 **Blender Version** Broken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: `b292cfe5a9` **Short description of error** Seems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials. GPU ![gpu.png](https://archive.blender.org/developer/F13675302/gpu.png) CPU: ![cpu.png](https://archive.blender.org/developer/F13675306/cpu.png) CPU+GPU: ![xpu.png](https://archive.blender.org/developer/F13675308/xpu.png) As you can see, there's a visible line at the top of the render- Trying to encapsulate the bug i get this result. Create a interior scene, add a glass material and try to render with both CPU and GPU. **i guess the problem is related to the material. ![untitled.png](https://archive.blender.org/developer/F13675442/untitled.png) Here is the scene.. [GlobalIllumination2.blend](https://archive.blender.org/developer/F13675444/GlobalIllumination2.blend) Thanks.
Author

Added subscriber: @Musikdoktor

Added subscriber: @Musikdoktor
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Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
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What does XPU mean here? CPU + GPU?

What does XPU mean here? CPU + GPU?
Author

Yes.
Screenshot 2022-10-14 104343.jpg
That difference on "brightness" creates the line at the top.. i think is a difference on how it calculates how many light pass through a transparent material. and i think the problem is in de GPU side of the code.

Yes. ![Screenshot 2022-10-14 104343.jpg](https://archive.blender.org/developer/F13677609/Screenshot_2022-10-14_104343.jpg) That difference on "brightness" creates the line at the top.. i think is a difference on how it calculates how many light pass through a transparent material. and i think the problem is in de GPU side of the code.

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Hans Goudey changed title from Cycles brightness difference between CPU, GPU and XPU to Cycles brightness difference between CPU, GPU and CPU+GPU 2022-10-14 18:37:36 +02:00
Member

Added subscriber: @LukasStockner

Added subscriber: @LukasStockner
Member

I can't reproduce any issue in the attached scene, neither in 3.3.1 nor in the current master. CPU, CUDA, OPTIX and CPU+CUDA all give an identical render.

Tested on Linux with an RTX 3090, driver version 515.76 and CUDA 11.8.

I can't reproduce any issue in the attached scene, neither in 3.3.1 nor in the current master. CPU, CUDA, OPTIX and CPU+CUDA all give an identical render. Tested on Linux with an RTX 3090, driver version 515.76 and CUDA 11.8.

Added subscriber: @Fernando-Alcala

Added subscriber: @Fernando-Alcala

Reproducable on Windows 10 on GPU.

The problem is with respect to the Principled BSDF.
If the Alpha is greater than 0 and less than the Transmission, then the scene becomes darker.
Alpha .001 and Transmission 1 gpu optix tran1 alpha001.png
Setting the Alpha to the default of 0 is better but still incorrect. gpu optix tran1 alpha0.png
Setting the Alpha to 1 produces the same image as the... gpu optix tran1 alpha1.png
Reference image with CPU and glass BSDF cpu optix glass BSDF.png

Reproducable on Windows 10 on GPU. The problem is with respect to the Principled BSDF. If the Alpha is greater than 0 and less than the Transmission, then the scene becomes darker. Alpha .001 and Transmission 1 ![gpu optix tran1 alpha001.png](https://archive.blender.org/developer/F13679495/gpu_optix_tran1_alpha001.png) Setting the Alpha to the default of 0 is better but still incorrect. ![gpu optix tran1 alpha0.png](https://archive.blender.org/developer/F13679505/gpu_optix_tran1_alpha0.png) Setting the Alpha to 1 produces the same image as the... ![gpu optix tran1 alpha1.png](https://archive.blender.org/developer/F13679515/gpu_optix_tran1_alpha1.png) Reference image with CPU and glass BSDF ![cpu optix glass BSDF.png](https://archive.blender.org/developer/F13679492/cpu_optix_glass_BSDF.png)
Author

Thanks for testing guys.
Btw, im using Windows 11 not 10..

Thanks for testing guys. Btw, im using Windows 11 not 10..
Author

untitled.png
Here is another example of issue.

![untitled.png](https://archive.blender.org/developer/F13998047/untitled.png) Here is another example of issue.

Principled v2 seems to have fixed the gross inaccuracy, but there is still a slight difference in color.

GPU
pv2 gpu no adaptive filter indirect.png
CPU
pv2 cpu no adaptive filter indirect.png

Again, setting both transmission and alpha to 1 creates an exact render as a glass BSDF.

Principled v2 seems to have fixed the gross inaccuracy, but there is still a slight difference in color. GPU ![pv2 gpu no adaptive filter indirect.png](https://archive.blender.org/developer/F13998744/pv2_gpu_no_adaptive_filter_indirect.png) CPU ![pv2 cpu no adaptive filter indirect.png](https://archive.blender.org/developer/F13998743/pv2_cpu_no_adaptive_filter_indirect.png) Again, setting both transmission and alpha to 1 creates an exact render as a glass BSDF.
Philipp Oeser removed the
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Reference: blender/blender#101816
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