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Large mesh disables lighttracing
Posted: Wed Sep 04, 2019 5:44 am
by lacilaci
here's a testscene where caustics are not rendered at all when large "ocean" mesh is enabled for rendering.
in the scene just disable or delete ocean mesh and suddenly caustics appear in the pool
scene is from blender 2.80 - since it is extracted from project made in 2.80 (2.81)
Re: Large mesh disables lighttracing
Posted: Wed Sep 04, 2019 8:41 am
by Dade
lacilaci wrote: Wed Sep 04, 2019 5:44 am
here's a testscene where caustics are not rendered at all when large "ocean" mesh is enabled for rendering.
in the scene just disable or delete ocean mesh and suddenly caustics appear in the pool
poolwater_vs_ocean_for_blender_2_80.blend
scene is from blender 2.80 - since it is extracted from project made in 2.80 (2.81)
You are trying to rendering a few meters long object over a square of 10Km x 10Km, Metropolis will never have enough floating point precision to aim the little pool. Scale down the ocean square and it will start to work: it is a quite linear process larger is the bounding sphere of the scene, far will be the sun and harder will be aiming for small objects.
Re: Large mesh disables lighttracing
Posted: Wed Sep 04, 2019 10:47 am
by lacilaci
So, this is a good case where procedural infinite plane rendertime object could be helpful....?
Right now I will have to either make another render with ocean object, or replace it with 2d background
Re: Large mesh disables lighttracing
Posted: Thu Sep 05, 2019 2:47 pm
by lacilaci
Or maybe some workaround, a setting for mesh so that it doesn't affect metropolis in this way....?
Re: Large mesh disables lighttracing
Posted: Thu Sep 05, 2019 6:51 pm
by Dade
lacilaci wrote: Wed Sep 04, 2019 10:47 am
So, this is a good case where procedural infinite plane rendertime object could be helpful....?
Not really, you can not put an infinite light source outside an infinite plane (aside the pathetic resolution of 32bit floating points).