- User Since
- Mar 10 2017, 7:13 PM (62 w, 3 d)
Jan 25 2018
Jan 14 2018
BTW: the new Transparent Glass option is great. So useful. Good job ... as always.
I did now a couple of tests with the latest build of today. GPU rendering with my scenes is definitely broken.
Jan 13 2018
The attached simple scene seems to work with the latest release. But keep in mind that I also could render this before but later the error appeared. Maybe its a random error caused by a specific situation?
Jan 11 2018
Nov 9 2017
Impressive. Most impressive how fast you wizards fix bugs here. Thanks!
Nov 8 2017
Fantastic work, Brecht.
Sep 4 2017
Sep 3 2017
CPU vs GPU.
Sep 2 2017
Aug 12 2017
OK. What I do now . I start the render and zoom in. When I zoom out the tiles slow down and the estimated render time is over 12 hours. When I zoom in at a maximum the tiles speed up and the estimated render time is now 5 hours. Looks like this is a fair workaround. :-)
No. That's not the point. Watch my recoreded video and you will see that the speed of the tiles in the transparent areas slow-down extremely. When moving the window they start to render in an expected and correct speed. It's not correct that the tiles will take ages in the transparent area. The same issue you'll have randomly in the areas with geometry. When moving the window the rendering speeds up to the maximum speed. When minimizing the window the geometry area seems be rendered efficiently till it comes to the transparent area. The slow-downs and sometimes freezes of tiles is not normal.
Here's a video capture showing the issue:
Aug 9 2017
I found an interim solution by using Branched Path Tracing. This looks much better. I could also set just Glossy higher and turn Indirect off in the Denoiser. But just using Branched works good actually.
Metallic and black color (no diffuse) is working fine. Specular and SSS with more diffuse will cause a blurred result.
Aug 7 2017
Thanks for your detailed answer. I rated this as a bug because the floor reflection is correctly sharp while the wall reflection is sharp in the render progress and will be blurred extremely by the denoising what will falsify the result.