I encountered a problem rendering a chrome surface (see attached image). Each bucket looked a bit different from the others.
I tried a lot of things: set Ray detail region to 360 degree detail, set the ray detail multiplier to 1, tried to render with only one thread (of course four times longer to render :(). Nothing really worked.
When I turned off "Stablilize ray detail in motion" in the Render subdivision settings (rendering with all threads and the other things as I wrote) the render errors seemed to be gone, but render times went from 4 minutes per frame to 7.
This sounds illogical. I thought the stabilize function consumes more render time?! However I don't really know what this special feature does. I'm still rendering a sequence, so I don't know yet how it will look in motion.
Is your "chrome" surface using Soft Reflections?
- Oshyan
No, it isn't.
Reflections rendering stuff out of view, hence in low quality?
Strange. Then I don't know why that particular setting would help and *not* the other settings. I'll see if Matt has any idea.
- Oshyan
Matt is also confused. Good job. ;)
- Oshyan
Quote from: Oshyan on October 17, 2015, 03:11:51 PM
Matt is also confused. Good job. ;)
- Oshyan
hee hee hee
Sorry for confusing you, Matt ;)
Just did a quick test to make sure what I wrote is really true. The settings of the two images are identical except the stabilize thing.
I still don't know what "Stabilize ray detail in motion" really does... :(
Stabilise ray detail in motion has some problems. It's a last resort measure to blend different subdivision levels of shadows, but also affects reflections too. I don't know exactly why it's showing these apparent bucket differences, but it could be explained by randomness of the subdivision cache used by different threads. Maybe this could be fixed by turning off detail jittering and microvertex jittering.
Matt
Interestingly, I actually ran into similar issues with SRDIM on another scene of Hannes', hah. And no, disabling microvertex didn't fix it. What did fix it is disabling stabilize ray detail. ;)
- Oshyan
Weird! Thanks, guys.