Multiscatter GGX converges to different result (Path vs Branched Path) #48819
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Reference: blender/blender#48819
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System:
Debian, amd64
Broken: current master
Description:
Multiscatter GGX converges to a different result in Pathtracing vs branched Pathtracing.
It seems that MIS and "Sample all Lights" don't influence the final outcome but it is only related to Multiscatter GGX.
Here are the results, both rendered with 100000 samples.
{F320573}
Steps to reproduce:
Here is a .blend file:
Multiscatter_GGX.blend
Make one render with "Path Tracing" and one render with "Branched Path Tracing", then compare both.
Thank you!
Changed status to: 'Open'
Added subscriber: @robertm
Added subscriber: @SteffenD
Added subscriber: @brecht
Changed status from 'Open' to: 'Resolved'
This was fixed in
8cb741a598
.The issue still persists here with build
0f793ee
. @brecht did you render my example .blend file before closing this issue?Changed status from 'Resolved' to: 'Open'
Tested on Linux now and it does still converge to a different result, maybe something compiler specific. With this many samples to resolve noise I wouldn't be surprised if float precision issues have an effect.
I'm not sure if it is float precision issue, but one can see pretty quickly (after 4000 or 8000 samples) that it will converge to a different result.
I'm happy to say that with current builds (
b0823962e9
) this issue is solved. Both methods converge now. The final picture is a bit different from both pictures I originally posted:I don't know which commit solved this issue, but thank you very much!
Changed status from 'Open' to: 'Resolved'
Thanks for testing, my best guess is
d454a44e9
, but doesn't really matter.