Hi guys,
we'd like to report an issue we recently encountered.
While rendering in DR (1 PC + 3 spawners) we started to experience dark "bucketing" on specific materials.
From a first inspection the dark buckets seemed to be the ones rendered by the very pc with the scene opened (the one we launched the render from).
On the contrary, all the spawners seemed to produce coherent buckets.
The issue appeared with textures loaded with the default 3dsmax Bitmap (and, in our case, gamma corr 2.2). Every channel (diffuse, reflection, r glossiness, etc) could be affected, with effects more or less noticeable.
After some (exhausting) testing, we discovered that the issue was related to the filtering method of the bitmap. Changing the filtering method from pyramidal to summed area resolved the problem.
Any insight?
Just for clarity, we experienced the same problem both with vray 2.40 and 3.0. The attached image was render with the second.
Thanks!
we'd like to report an issue we recently encountered.
While rendering in DR (1 PC + 3 spawners) we started to experience dark "bucketing" on specific materials.
From a first inspection the dark buckets seemed to be the ones rendered by the very pc with the scene opened (the one we launched the render from).
On the contrary, all the spawners seemed to produce coherent buckets.
The issue appeared with textures loaded with the default 3dsmax Bitmap (and, in our case, gamma corr 2.2). Every channel (diffuse, reflection, r glossiness, etc) could be affected, with effects more or less noticeable.
After some (exhausting) testing, we discovered that the issue was related to the filtering method of the bitmap. Changing the filtering method from pyramidal to summed area resolved the problem.
Any insight?
Just for clarity, we experienced the same problem both with vray 2.40 and 3.0. The attached image was render with the second.
Thanks!
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