Hello all,
I am trying to create custom light select render elements via Light pass expressions.
It seems that LPE doesn't work properly with Light cache. When i set secondary GI to Bruteforce, outputs are 100% correct.
Here is 2 very simple examples to show the problem:
01. Scene with only self illumination object without lights. LPE is: C.*O .
02. Scene with one Vray light. LPE: C.*L
Of cource, my LPEs used in real scenarios are more complex/specific, but in this examples are better vissible the differences.
There are missing GI rays when i used Light cache.
In the second example in the middle, i turned off "store direct Light" in light cache. Results are better here, but very far from 100%.
My question is whether it's a technical limitation or a bug?
In documentation there is no mention about light cache limitation.
Rendered in vray 5.2.
Thanks for your ideas.
I am trying to create custom light select render elements via Light pass expressions.
It seems that LPE doesn't work properly with Light cache. When i set secondary GI to Bruteforce, outputs are 100% correct.
Here is 2 very simple examples to show the problem:
01. Scene with only self illumination object without lights. LPE is: C.*O .
02. Scene with one Vray light. LPE: C.*L
Of cource, my LPEs used in real scenarios are more complex/specific, but in this examples are better vissible the differences.
There are missing GI rays when i used Light cache.
In the second example in the middle, i turned off "store direct Light" in light cache. Results are better here, but very far from 100%.
My question is whether it's a technical limitation or a bug?
In documentation there is no mention about light cache limitation.
Rendered in vray 5.2.
Thanks for your ideas.
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