Started by Kevin F, July 02, 2007, 03:16:29 AM
Quote from: bigben on July 02, 2007, 11:20:15 PMThe differences are a known issue with GI. GI is only calculated on the rendered portion of the image and isn't "world" aware. It is particularly noticeable in areas of shadow. Clouds also look a bit different at higher detail settings from what I've tried. The "melting ice cream" is the result of the combination of your cloud settings. If you tweak the cloud settings with detail turned down it's a good idea to at least preview a small cropped section with higher detail, particularly near the edges.
Quote from: Oshyan on July 03, 2007, 04:10:24 PM...indirect light bounces can't be accounted for without calculating the entire scene ... it's only taking into account what is in the rendered area.
Quote from: Matt on July 05, 2007, 09:20:34 AMWhile most of what Oshyan said is correct, I should make a small correction here.Quote from: Oshyan on July 03, 2007, 04:10:24 PM...indirect light bounces can't be accounted for without calculating the entire scene ... it's only taking into account what is in the rendered area.Indirect light bounces from the rest of the scene are accounted for. When you render a cropped region, indirect light bounces arriving at the cropped region are simulated, no matter where in the scene the light comes from. Nevertheless, there are problems with cropped regions, and the cause is due to inadequate GI samples at the edges of the crop region and the way the GI samples are interpolated. Currently there are not enough samples from areas slightly outside the cropped region to ensure consistency at the boundary. It's particularly difficult because the interpolation covers quite a significant area of the image in order to prevent "blotchiness". I do think I can solve this problem in future.Matt