Hi Kintux, unfortunately i cannot save blender files because i'm not a blender user.
I can deliver only luxcore and obj files. But luxcore has also 3D max users so i'm probably not the only one which has difficulties to deliver a blender file.
For this reason the scene i so basic. It fucus only on this specific prolem so the debug is easier. Despite it's non orthodox modelling it behaves exactly every other scene i have. The walls without thickness do not disturb since the environment is pure black. There are no polygon intersections enywhere in the scene.
Moreover the problem is so simple that everyone who has blender can reproduce it in 30 seconds, 1 box, a plane and one spot light. You should notice the same bahviour.
Here i completetely removed the box
Bidir on cpu
The shadow you see behind the glass is correct but the one you see directly projected on to the red object is solid, which is wrong.
Isted if you do the same using PhotonGI you should get the other behiaviour i described in my previous post.
shadow color for glass issue
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: shadow color for glass issue
Here is the scene for blender(blender 3.1.2 /blendluxcore 2.61): bidir
path
path
Re: shadow color for glass issue
aha, bidir has too high PGI Glossines treshold set so no SDS paths
bidir
path
more on...
BIDIRCPU can now use PhotonGI cache to render SDS paths
now, results match (disregarding brightness)bidir
path
more on...
BIDIRCPU can now use PhotonGI cache to render SDS paths
Re: shadow color for glass issue
kintuX what version of blendluxcore are you using?
Making PGI glossiness threshold to zero doesn't change anything in version 2.61, also disabling PGI doesn't work either. Only in version 2.5 that Bidir doesn't work with PGI i get a correct matching result.
Making PGI glossiness threshold to zero doesn't change anything in version 2.61, also disabling PGI doesn't work either. Only in version 2.5 that Bidir doesn't work with PGI i get a correct matching result.
Re: shadow color for glass issue
I'm using 2.61alpha (homebuild) in Blender 3.2alpha on W10.
Oh, I didn't set it to zero, but 0.005 just lower than that of Red Disney Material - it's Blender merely showing 3 digits
Edited file attached.
PS.
Worth reading through some of PhotonGI cache thread.
- Attachments
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- lightshadows.blend
- (1.05 MiB) Downloaded 101 times
Re: shadow color for glass issue
Hello kintuX thank you for the file, the difference in your file is not the glossiness threshold but enabling caustic cache and setting glass shadow color to black not to white.
Some renders from your file:
In blendluxcore 2.5 bidir doesn't support photon cache
Some renders from your file:
In blendluxcore 2.5 bidir doesn't support photon cache
Re: shadow color for glass issue
Indeed, and other changes...
So no SDSD paths. Results match and I'm lost - What's wrong again?
Re: shadow color for glass issue
Yes kintuX you made quite a few changes to that file .
In blendlucore 2.5 using bidir you just need to make the glass shadow color white, it matches the result of version 2.61 using path where the glass shadow is also white and only photon cache enabled(light tracing and caustic cache disabled). In those two examples the glass is not visible at all in the red capsule.
The other two examples that match are both in 2.61 version with glass shadow color kept black ,first one bidir with photon and caustic cache enabled and the second one path with photon, caustic cache, light tracing enabled. But in those two examples there is still some glass visible in the red capsule. See the image below.
In blendlucore 2.5 using bidir you just need to make the glass shadow color white, it matches the result of version 2.61 using path where the glass shadow is also white and only photon cache enabled(light tracing and caustic cache disabled). In those two examples the glass is not visible at all in the red capsule.
The other two examples that match are both in 2.61 version with glass shadow color kept black ,first one bidir with photon and caustic cache enabled and the second one path with photon, caustic cache, light tracing enabled. But in those two examples there is still some glass visible in the red capsule. See the image below.
Re: shadow color for glass issue
Thank you all for the effort to understand the issue.
Re: shadow color for glass issue
Hi, i created also this scene which isolates the problem with physical sky or HDRI under BIDIR.
No obstacles of any kind in the window
Obstacle with black shadow
Obstacle with white shadow. I would expect the last scenes looking very similar to the first one, letting all direct sun and sky light in. Interesting is also the gradient artifact on the floor.
Please dade help us with this. It is truly important as you see because it strongly affects all interior scenes with natural light.
Attached the luxcore scenes and also the obj file
No obstacles of any kind in the window
Obstacle with black shadow
Obstacle with white shadow. I would expect the last scenes looking very similar to the first one, letting all direct sun and sky light in. Interesting is also the gradient artifact on the floor.
Please dade help us with this. It is truly important as you see because it strongly affects all interior scenes with natural light.
Attached the luxcore scenes and also the obj file
- Attachments
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- backShadow.zip
- (4.47 KiB) Downloaded 90 times
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- whiteShadow.zip
- (4.48 KiB) Downloaded 86 times
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- noObstacle.zip
- (3.65 KiB) Downloaded 87 times
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- obj scene.zip
- (2.29 KiB) Downloaded 85 times