I'm not getting what you are referring toDade wrote: ↑Wed Jun 19, 2019 4:25 pm It depends of the importance of light paths and eye paths: if you need to render 99% light paths and 1% eye paths, you should rendering with LIGHTCPU (not even BIDIRCPU or PATHCPU/OCL+PGI).
You are pretty much doing the test with a caustic covering the 99% of the image and a ("hyper")cube over a plane.
It's about these artefacts (SDS-paths) which are caustics seen through (refracted) by the prism. While the caustics seen directly converge nicely with cache update, these do not, their pattern remains stable through updating.
Probably I was wrong and it is no issue with visibility particles, I'm at a loss here.
Could you suggest PGI settings for the wallpaper scene that help avoid this issue?
Because if this appears here, it will likely do in other scenes too.
Good idea to activate clamping.
I just tried indirect + caustic + periodic + persistent and get a crash within the first seconds (probably at the time of the first update).Dade wrote: ↑Mon Jun 17, 2019 10:34 pmThis should already work (see above).epilectrolytics wrote: ↑Mon Jun 17, 2019 8:23 pm It could get complicated like this:
Rendering an animation with persistent indirect cache plus a cyclic caustic cache.