tilepath and clamping... again

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lacilaci
Posts: 342
Joined: Fri May 04, 2018 5:16 am

Re: tilepath and clamping... again

Post by lacilaci » Sat Nov 03, 2018 1:27 pm

Dade wrote:
Sat Nov 03, 2018 1:23 pm
lacilaci wrote:
Sat Nov 03, 2018 6:30 am
Ok, but there is an issue when you look at the monkey in testscene or, screenshots in the original post right? Tilepath in beta1 does sample some high power samples and gives way stronger lighting than normal path. This results in fireflies in some cases.
As far as I can tell, it was only related to the "too small" clamping value, if you increase the value TILEPATH and PATH produce the same image.
Ok, I'm gonna get back to this cause I'm not sure if that is true.

lacilaci
Posts: 342
Joined: Fri May 04, 2018 5:16 am

Re: tilepath and clamping... again

Post by lacilaci » Sun Nov 04, 2018 11:42 am

Well, I don't know... This doesn't seem right.
This is way too big of a difference.
Same clamping value, it's tilepath vs normal path. It almost looks as if clamping works very differently between the two.
Only if clamping is disabled I get the same results.
Attachments
path_clamping.jpg
tilepath_clamping.jpg
luxcoreDLCS_issue2_meshlights.blend
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