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IDProjectCategoryView StatusDate SubmittedLast Update
0000942LuxRenderCorepublic2011-02-16 05:152011-06-06 08:20
ReporterDobz 
Assigned ToDade 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionfixed 
PlatformOSWindows 7 64-bitOS Version
Product Version0.8RC1 
Target Version0.8RC3Fixed in Version0.8RC3 
Summary0000942: Mix materials in hybrid make whole scene blown out
DescriptionIf you have a mix material on any object in your scene, it will blow the entire scene out, making it look "invisible" to the sky.

I have attached a scene showing this issue clearly. Please render it with classic and hybrid to see the bug.
Steps To Reproduce1. Add a few objects and sun lamp.
2. Add a mix material to one of the objects.
3. Render in hybrid with the mix material and a matte material and compare.
TagsNo tags attached.
Mercurial Changeset #
Requires Documentation UpdateNo
Requires Exporter Update
Attached Files7z file icon hybrid.7z [^] (450,379 bytes) 2011-02-16 05:15

- Relationships
related to 0000941closedjeanphi GPU rendering does not work with HDR lighting. 

-  Notes
(0002810)
jeanphi (administrator)
2011-03-23 06:00
edited on: 2011-03-23 06:02

That issue might be fixed after my last commit. I've actually tested my latest fix with such a use case. Some shading issues remain but they are unrelated to the original issue.

(0002811)
Dobz (reporter)
2011-03-23 13:58

I'll test later today.
(0002823)
jeanphi (administrator)
2011-03-24 14:06

There's a remaining issue related to the handled of pass through materials, but I don't think it is related to the mix material.
(0002826)
Dobz (reporter)
2011-03-25 00:34

Issue is still present, the scene fades into the sky if any single object has a mix material.
(0002829)
Dade (developer)
2011-03-25 03:10
edited on: 2011-03-25 03:12

I was looking into the MiS code today and I have found a line that looks suspicious:

line 453 at http://src.luxrender.net/lux/file/57e02219618e/integrators/path.cpp [^]

Le *= PowerHeuristic(1, state->bouncePdf, 1, pdf * DistanceSquared(state->pathRay.o, ibsdf->dgShading.p) / AbsDot(state->pathRay.d, ibsdf->ng));

Isn't "DistanceSquared(state->pathRay.o, ibsdf->dgShading.p)" just INFINITY/MAX_FLT and totally screwing up MiS ?

I can only browse the sources from where I'm at the the moment so I can not check if the problem is really there.

(0002830)
jeanphi (administrator)
2011-03-25 03:37

No, that's not the issue. ibsdf->dgShading.p is a point on the scene bounding sphere or a disc tangent to this sphere.
I tested the issue with an object that had a mix with null material, if I remove the special casing for pass through materials, the result looks much more reasonable, but is still incorrect. I might have an idea why, but need to check: it might be that direct lighting is applied several times to the last non pass through point when going through a pass through surface.
(0002889)
jeanphi (administrator)
2011-04-05 09:46

Same issue than 941, it is now fixed.

- Issue History
Date Modified Username Field Change
2011-02-16 05:15 Dobz New Issue
2011-02-16 05:15 Dobz File Added: hybrid.7z
2011-02-22 05:36 jeanphi Target Version => 0.8RC2
2011-02-24 02:21 Dobz Description Updated View Revisions
2011-03-18 08:29 Lord Crc Relationship added related to 0000941
2011-03-19 05:59 jeanphi Target Version 0.8RC2 => 0.8RC3
2011-03-23 03:54 Dade Assigned To => Dade
2011-03-23 03:54 Dade Status new => assigned
2011-03-23 06:00 jeanphi Note Added: 0002810
2011-03-23 06:02 jeanphi Note Edited: 0002810 View Revisions
2011-03-23 13:58 Dobz Note Added: 0002811
2011-03-24 14:06 jeanphi Note Added: 0002823
2011-03-25 00:34 Dobz Note Added: 0002826
2011-03-25 03:10 Dade Note Added: 0002829
2011-03-25 03:11 Dade Note Edited: 0002829 View Revisions
2011-03-25 03:12 Dade Note Edited: 0002829 View Revisions
2011-03-25 03:37 jeanphi Note Added: 0002830
2011-04-05 09:46 jeanphi Note Added: 0002889
2011-04-05 09:46 jeanphi Status assigned => resolved
2011-04-05 09:46 jeanphi Fixed in Version => 0.8RC3
2011-04-05 09:46 jeanphi Resolution open => fixed
2011-06-06 08:20 jeanphi Status resolved => closed


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