Dade wrote: ↑Wed Jul 31, 2019 12:57 pm
I get a totally burned rendering no matter of the settings:
bright.jpg
The image pipeline has a TONEMAP_LINEAR with a scale of 3000 (!). I assume you are using some kind of blender post processing. If I reduce the scale to 30 I get a normal result no matter how many samples I render:
This is really weird.
Yes, the tonemap scale is 3000 (there's one distant light with gain=1 in the scene).
In Blender compositor I have a gamma node because LuxCore gamma is not exposed there but that does nothing, same result without Blender compositor.
When I export a config file and render in LuxCoreUI I don't get a blown out result but this:
(including tonemap scale = 3000).
Caustics look normal at render start but brighten up after 200 samples.
Update:
I can get consistent brightness out of this when changing path.hybridbackforward.partition from 0 to 0.8!
I thought this setting only affects PathCPU not PathOCL.
But the crazy brightness volatility in PathOCL appears only when light tracing is set to 100%.
The problem is that this does not help within Blender, here caustics remain inconsistent in PathOCL no matter the partition setting for PathCPU.
Currently I cannot render anything with rough glass and Hybrid in Blender because of this issue.
I tried an animation and already in frame#3 caustics disappeared totally (no world volume involved):