SDK: traceForward returns overbrigt white values

Hi,

as you can see in the attached image, I have some strange problems with my Shader.

As long as there is no other object around everything works fine.. but as soon as there are some objects close to the one with my shader, I get those white areas.

I now found out, it’s because of the traceForward method.
When I call the BRDFShader::traceForward() method from within my own traceForward method I get those results.

It looks like, the traceForward method is doing some reflection-stuff, because in the Reflection and ReflectionRaw renderElements are the same errors..

But the strange thing is, it only happens for some buckets of the rendering.. and only sometimes, not everytime.

So I think it is because of some uninitialised variable or something…

Any idea what I can do?
Do I have to do something special if I want a shader without reflections? (But I have to use BRDF, because I want GI - and I thing I need the traceForward method for GI)

Aya~

Hi,

I still have this problem.. but now we rendered something with GI and get the same strange bucket-errors..

As you can see in the Attachment, there are some buckets with wrong colors…

And one other strange thing, our material is reflecting some stuff, but I didn’t implemented reflections somewhere… so how do I disable the reflections for my material?

And what could be the problem in the GI pass?

Best regards,
Aya


I solved it.. :slight_smile:

What was the issue?

Best regards,
Vlado

I am not 100% sure since I changed a lot of things.. :slight_smile:

But I think the main problem was, in your example plugins are variables used (i.E. nsamples) that never realy gets initialised.. I removed all those things and tada.. working :slight_smile:

I think sometimes nsamples was initialised with a value > 0.. so all those “if nsamples == 0” if’s would do something else.

What’s this nsamples good for anyway?

Best regards,
Aya

It is used for glossy reflections and is derived from the subdivs value.

Best regards,
Vlado