I’m getting light leaks when rendering a scene. The leaks are understandable at the edges of the wall, but the columns are solids sticking trough the roof - so there shouldn’t be any leaks.
Did not have this problem in 1.4. Does every surface have to be “shelled” in order to not get leaks, or is this just a bug?
I haven’t seen such thing in a while… Some wild guesses:
-are you using bump or normal maps on any of the objects with the leaks?
-are you using glossy reflections on them?
-is the scene modeled in proper scale?
-is the scene far away from 0,0,0 world coordinates?
-are you using rounded edges on any of the objects?
I have the same issue. Its a no on all fronts for my scene Maru. happens with a max standard grey shader on ceiling columns and where the walls intersect the ceiling too. Modelled in mm accurate scale and centered on the origin. I noticed it a couple of days ago but thought it was maybe because i wasnt leaving it to render enough before denoising. Ive also noticed that there seems to be alot of colour cast in corner shadows (where AO would happen) that looks very unnatural.
no, we have not seen any regression in our test suite, and we have several scenes focused on light leaks in there. So any scene where the effect is significant would be appreciated
1- yes, bump map but the issue still happens without bump
2- yes
3- yes
4- no, centered on 0,0,0
5- no
Issue seems to happens only when any object (with tickness or not) is intersecting another one with no thickness AND in the angles of objects with no thickness (welded vertices).
I have just experienced light leak on a former 1.4 scene when using 1.5, a scene that rendered fine before. I’ll see if I can upload a cropped part showing it later (it’s an NDA kinda project).
Sorry, but I did not manage to reproduce this. I am only getting leaks in a form of tiny single bright pixels, in both 1.4 and 1.5, but I guess this is expected when the room has no thickness Shell modifier fixes this instantly.
I noticed it actually too. I will hunt for some picture examples.
In my case it doesn’t happen in thin surfaces, I use none. Ever. My case is in windows which barely touch the frame, previously there would be shadow, now occasionally, a light manages to come through.