Hi !
It seem the disney Material doesn't behave correctly with shadow and light.
Here image to show it.
File_Download_Blender 3.1
First with 1 light bounce
Disney
Glossy
matte
Second with 8 light bounce
Disney
Glossy
matte
Disney material Bug
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: Disney material Bug
I can confirm with this pther example:
rendered on november 2021 (sorry i don't know the exact release but monday i will research),
Rendered with latest relase
I also cannot upload this scene till monday
rendered on november 2021 (sorry i don't know the exact release but monday i will research),
Rendered with latest relase
I also cannot upload this scene till monday
Re: Disney material Bug
Yes same result here in cassombra scene with blender 3.1(blendluxcore 2.61) and blender 2.93(blendluxcore 2.6).
Maybe it is connected with what i mentioned in this thread: viewtopic.php?f=4&t=4350&p=33409#p33409
Since version 2.6 the disney material behaviour is different.
Changes made in 2.6 version according to Dade:
Disney glossiness evaluation (for PGI, Albedo AOV, etc.) now checks metal and specular parameters
Disney glossiness evaluation uses now the square root of the value to align with the roughness of Glossy2, Metal, etc.
Fixed a bug in Disney material causing bright edges.
Maybe it is connected with what i mentioned in this thread: viewtopic.php?f=4&t=4350&p=33409#p33409
Since version 2.6 the disney material behaviour is different.
Changes made in 2.6 version according to Dade:
Disney glossiness evaluation (for PGI, Albedo AOV, etc.) now checks metal and specular parameters
Disney glossiness evaluation uses now the square root of the value to align with the roughness of Glossy2, Metal, etc.
Fixed a bug in Disney material causing bright edges.
Re: Disney material Bug
Something to do with this?
In the cassombra file the walls are close to edge on to the angle of the sun so the light brightness on the wall should be less, yes? (compared with the light on the near perpendicular to the light floor). It just seems like it's related.
The shadow terminator on the spheres is better in the disney sphere (right). The light degrades over a wider angle than the matte sphere, which has a too tight terminator and errors in poly's close to the shadow terminator. Because the matte sphere is plainly wrong (you can add a subdiv to the sphere and get rid of the bad poly raggedness but the shadow terminator is still too sharp, at least with any area to the light).In the cassombra file the walls are close to edge on to the angle of the sun so the light brightness on the wall should be less, yes? (compared with the light on the near perpendicular to the light floor). It just seems like it's related.
Re: Disney material Bug
I personally don't think it's related to 'terminator', but indeed has some relation to shadows/light falloff value. Since very beginning of LuxCore I'm observing less contrast then in other engines and usually tone mapping fixes things (also in this case) but I have never done a proper comparative study.
quick e.g.
Cycles principled BSDF
Corona Physical
LuxCore (tonemapped) PS
IDK, I just know I never achieved Corona's OoB lighting w/o tinkering with light settings & tonemapping
-------------------------------------------
PPS
Clamping helps calm effect down.
quick e.g.
Cycles principled BSDF
Corona Physical
LuxCore (tonemapped) PS
IDK, I just know I never achieved Corona's OoB lighting w/o tinkering with light settings & tonemapping
-------------------------------------------
PPS
Clamping helps calm effect down.
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- cassombraX.blend
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