Problem with vray 3.0 and fly through mode

I’m having trouble calculating the secondary bounces on fly-through mode. 1 animated camera without moving objects, only Vray sun + ambientLight
They go completely dark areas in the GI and strange reflections appear.
I render the same scene with the same settings in vray 2.40.4 and everything goes Ok
The same scene rendered with Vray 3.0 but only 1 frame also goes ok
Why calculation of LightCache occupies more in Vray 2.40 than in vray 3.0? should not be equal?
Any idea what the problem is?.

Render vray 3.0 fly-through mode

Render vray 3.0 single frame mode

Render vray 2.40 fly-through mode

Light Cache files




LC.jpg

Nobody?? :frowning:

Strange indead! It looks like its bugged. Are you using DBR?

What is IRR map doing? Can u just do test with first/secondary engine as LC only?

are you using irrmap? Try starting over with GI settings and use “incremental add to current map” for your irrmap. Just venturing a guess… I’ve seen similar with a bad irradiance map calculation, not LC.

Can you tell me which V-Ray version (3.00.01 or 3.00.02)? Embarrassing as it is, the initial 3.00.01 version had a bug in the fly-through mode. However, the “Use camera path” option still worked correctly. The 3.00.02 version should correct this issue.

Best regards,
Vlado

Version of Vray is 3.00.02.
Use camera path not work for me
Only if no filter in fly through mode the gi pass are more clear, but dots are in smaller proportion.
If render only primary engine (IRR) the GI pass are clear.
Attach another view.

Dadal what is DBR?

IRR + LC Fly Through

IRR + LC Fly Through_use camera path

IRR + LC Fly Through_no filter

IRR only




Distributed bucked rendering but I dont think thats it…

I see. Can you get me the scene to vlado@chaosgroup.com so that we can fix it as soon as possible?

Best regards,
Vlado

Scene send via we transfer.

Thanks vlado!!

So I’m looking at the scene now; is there a particular frame I need to render to see the issue?

Best regards,
Vlado

Nevermind, found the problem and it’s already fixed for the next patch. Thanks for the scene!

Best regards,
Vlado

Btw you can avoid the issue if you use VRayHDRI with “Spherical” mapping rather than a Bitmap texture for your environments.

Best regards,
Vlado

thanks vlado for the speed fix, I look forward to the next version!!!

and thanks for the tip :slight_smile: