So I’m having issues with the ‘rest’ attribute of the lightmix. With cpu its fine, but with gpu i have to turn off ‘rest’ to match the renders. For me it seems to have something to do with the rectangle light directional attribute, but who knows.
I managed to reproduce the issue on a simple scene. I’ll write back with more information.
EDIT: The issue stems from the fact that there’s a mismatch between the RGB and a Full VRayLightSelect when a VRayLight has directionality active. Logged the issue (internal bug-tracker id: VGPU-6335).
EDIT2: Edited cause of issue.
Hi, so im still wondering about this ‘rest’ channel, Ive attached another scene and also a gif. In the gif im turning off all the lights and in the rest channel you can still see the sun cast. Also whilst im at it, when i turn off the sun, you can still clearly see the noise in the area where the sunlight hits the wall…is this expected behaviour? The reason i ask is that i noticed the denoiser was leaving artifacts from this, when setting the sun lightmix value to zero.
This turned out to be a GPU-specific issue: VRaySun plus a camera with a high exposure yields differences between the RGB and the Sun’s LightSelect. Logged it (internal tracker ID: VGPU-6928 ) for dev investigation.
This happens because of the different noise levels of the sunlit and non-sunlit areas, which is expected. It’s especially visible in short renders. Basically, you need more samples. Making the sun larger, to create softer lighting/shadows, may help the denoiser to clear it up.