1) I have a huge difference in light intensity between GPU and production render.
GPU is way darker.
It inutilly happend with a HDRI so I switch to simple domelight thinking that it would fix the issue.
It’s the same thing if I hide the windows as I thought that it could be the override exclude of the window glass that could bug it.
2) GPU doesn’t do LC when LC is enabled in production render. It’s always dual BF.
When used as ActiveShade, the GPU will always use brute force as a secondary engine - otherwise the constant rebuilding of the light cache makes things a lot less responsive (at least, that was the thinking when I implemented it; this can always be reverted). It will use a saved light cache though.
V-Ray RT GPU will compute the light cache properly when set as a production renderer.
1.What is the value of the GI Depth parameter in V-Ray RT?
It is 3 by default which is not too much for interiors and that could be the reason for the darker result.
2.Make sure that LC is selected as a First Bounce engine and activate ActiveShade.
You should be able to see the LC calculation phase in vray-console:
Thanks Vlado!
Makes sense. I option to enable the LC calculation on the fly (as it was through the nightly) would be a great addition.
It’s a bit of a mess to change the primary from RT to production as production renderer, I’m loosing all my settings everytime.
It might be a good idea to transfer those settings going from prod to RT and vis versa as prod rendered, this would make it easier to swap from one to another.
@svetlozar_draganov
Thanks mate, I wasn’t aware we could force RT to use LC as primary as well. I was just wondering yesterday if it was possible to use any IR/LC solution in RT as primary as well!