World Sampling in Cycles broken when rendering with GPU #47213
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Reference: blender/blender#47213
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System Information
elementaryOS 0.3.2, GTX970
Blender Version
Broken: 2.76.8
a6eae73
Worked: 2.76.5,
90250f8
Short description of error
When rendering with Branched Path Tracing on the GPU using an HDR the World Samples setting is ignored.
Exact steps for others to reproduce the error
Render the attached file. It has world samples set to 24. Now render with world samples set to 1. It looks the same. If you try it with CPU you get the expected result, 24 samples looking much better than just 1 (also renders much longer).
square_samples.blend
Changed status to: 'Open'
Added subscriber: @sebastian_k
#47474 was marked as duplicate of this issue
I cannot confirm this issue on Windows, with a Geforce 540M.
The render on GPU equals the one on CPU. Lowering the World samples changes the result, so does disabling World MIS.
Can you maybe attach screenshots of the settings + render?
Note, that the Lamp samples only have an effect when "Sample All Lights (Direct and/or Indirect) is enabled. Otherwise it will just use 1 sample. That should probably be reflected in the UI.
Anyway, Sample All Lights Direct is enabled in the uploaded file, so it works as expected here. I didn't change settings (apart from Render Tile Size).
This issue was referenced by
adcef2bd36
Changed status from 'Open' to: 'Resolved'
I get the same problem on OSX 10.11.2 with a GTX980.
Rendering the file from this bugreport renders the same as with just 1 sample in world settings, even though it is set to 24.
Rendering the same file with 2.76 behaves as expected and renders with 24 world samples.
Changed status from 'Resolved' to: 'Open'
Could it be because I compile with Cuda 7.5?
Edit: Ah, there we go, with buildbot build it works fine. Hm... I didn't remember getting the same issue before. Did something change there recently?
But I guess using Cuda 7.5 is my own risk... ;)
Since it works with official builds and CUDA 6.5, will triage this as Low priority. Still we should look into it at some point.
This issue was referenced by blender/cycles@2c5b6dc54b
Changed status from 'Open' to: 'Resolved'
Changed status from 'Resolved' to: 'Open'
Now that we are on Toolkit 7.5, this should be fixed.
Added subscribers: @mib2berlin, @ditos
Added subscribers: @Sergey, @brecht
Hey @Sergey, I tried some random things and found a stupid workaround that seems to work here. I went ahead and committed it so that it's included in todays buildbot build for testing, but feel free to revert or modify it if you find something better or if it gives issues.
@brecht, interesting. I've tried same workaround initially and it didn't work. However, your commit seems to be fine here on GTX980 in the studio. Maybe it should be both
noinline
andint
which i didn't test yesterday, hrrrm.@sebastian_k, mind testing latest linux builds?
That does indeed fix the issue! Plus, it renders faster :)
With own build (cuda 6.5) i get 9.9secs without sample all indirect, and 45.7 with sample all indirect.
With buildbot (cuda 7.5) i get 8.5secs without sample all indirect, and 41 sec with sample all indirect.
Tested rendering with gtx970, 980 and 980ti
So, yay!
Thanks @brecht!
Changed status from 'Open' to: 'Resolved'
Finally it's nailed down! Thanks for the report and help!