MIS causes rays reflected off a glossy shader to be seen as something else #40243

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opened 2014-05-18 01:43:04 +02:00 by gandalf3 · 6 comments
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System Information
Archlinux
Nvidia GTX 460

Blender Version
Broken: f93b76

Short description of error
When using a light path node to mix between shaders based on the incoming ray type, MIS seems to cause issues. See http://blender.stackexchange.com/q/7915/599.

Exact steps for others to reproduce the error

  1. Open Cycles_MIS_Light_paths.blend
  2. Check rendered viewport, note that the node setup for the mesh light should be making it act as transparent, however it will render a glossy reflection of the mesh light (but not quite as bright a reflection as when the emission shader is connected straight to the output in the mesh light material)
  3. Disable MIS on the mesh light. Now it renders as expected (the mesh light has no affect on the glossy portion of the floor shader)
  4. Hide layer 2 and unhide layer 3 (keeping layer 1 visible) and look at the rendered viewport. Note that the point lamp has a similar setup to the mesh lamp, however MIS seems to have no effect on the lamp (It's always rendered "wrong", unless I'm just confused)
**System Information** Archlinux Nvidia GTX 460 **Blender Version** Broken: f93b76 **Short description of error** When using a light path node to mix between shaders based on the incoming ray type, MIS seems to cause issues. See http://blender.stackexchange.com/q/7915/599. **Exact steps for others to reproduce the error** 1. Open [Cycles_MIS_Light_paths.blend](https://archive.blender.org/developer/F89328/Cycles_MIS_Light_paths.blend) 2. Check rendered viewport, note that the node setup for the mesh light should be making it act as transparent, however it will render a glossy reflection of the mesh light (but not quite as bright a reflection as when the emission shader is connected straight to the output in the mesh light material) 3. Disable MIS on the mesh light. Now it renders as expected (the mesh light has no affect on the glossy portion of the floor shader) 4. Hide layer 2 and unhide layer 3 (keeping layer 1 visible) and look at the rendered viewport. Note that the point lamp has a similar setup to the mesh lamp, however MIS seems to have no effect on the lamp (It's always rendered "wrong", unless I'm just confused)
Author
Member

Changed status to: 'Open'

Changed status to: 'Open'
Author
Member

Added subscriber: @gandalf3

Added subscriber: @gandalf3
Brecht Van Lommel was assigned by Sergey Sharybin 2014-05-19 10:18:12 +02:00

Added subscribers: @brecht, @Sergey

Added subscribers: @brecht, @Sergey

@brecht, guess this one is for you :)

@brecht, guess this one is for you :)

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

This is a known limitation unfortunately, I haven't found a solution yet to solve this without introducing a major performance problem. Right now a direct lighting ray from multiple importance sampling is not considered a "glossy ray".

This is a known limitation unfortunately, I haven't found a solution yet to solve this without introducing a major performance problem. Right now a direct lighting ray from multiple importance sampling is not considered a "glossy ray".
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Reference: blender/blender#40243
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