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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000942||LuxRender||Core||public||2011-02-16 05:15||2011-06-06 08:20|
|Platform||OS||Windows 7 64-bit||OS Version|
|Target Version||0.8RC3||Fixed in Version||0.8RC3|
|Summary||0000942: Mix materials in hybrid make whole scene blown out|
|Description||If 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 Reproduce||1. 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.
|Tags||No tags attached.|
|Mercurial Changeset #|
|Requires Documentation Update||No|
|Requires Exporter Update|
|Attached Files||hybrid.7z [^] (450,379 bytes) 2011-02-16 05:15|
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.
|I'll test later today.|
|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.|
|Issue is still present, the scene fades into the sky if any single object has a mix material.|
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.
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.
|Same issue than 941, it is now fixed.|
|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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