mischterlampe wrote: ↑Thu May 07, 2020 6:11 pm
But what I miss are the refractive caustics. Light tracing and PhotonGI ind. cache is on and persistent.
I should I have fixed this problem too:
About the flickering, there are 2 problems:
1) the halt condition is currently based on the sum of eye (GPU) and light (CPU) samples. Clearly if your GPU(s) is fast enough (and/or the CPU is slow enough), you can end rendering only (or nearly only) eye samples in a short rendering.
2) Metropolis has a warm up period and is unbiased on the long run. This mean that an early stage of the rendering can look quite different from a long run. This is an early stage:
and this is the long run of exactly the same rendering:
The perceived brightness of the 2 images is clearly different but there is nothing wrong, it is just a large initial error (aka noise) that is reduced on the long run.
Clearly, problem #1 can exacerbate the #2.
So, my theory is that flickering, with the very latest version should disappear more samples you render (i.e. if try to render the animation with a lot more time per frame, it should disappear).
I have some idea to alleviate the problem but the end result is still you need to render more time per frame (they takes about 20secs on my PC).