Glossy, Anisotropic & Glass BSDFs… all show same bug using Multiscatter GGX.
- shows up occasionally within Interactive Preview only (after switching GPU <> CPU), more often with OSL
- rendering artifacts are always visible, even in final render
- observed also with Material consisting of nothing more but Glossy mGGX + OSL script
- if only a single shader (no OSL) is passed through Mix the artifacts are often less obvious than mixing with another shader using mGGX.
I wonder… Looks as if buckets which exceed some limit (?) get darkened/black… similar to what’s happening with denoise branch in testing on Windows.
Would be helpful if anyone can confirm…
Tests were performed on win7 with latest build (Hash: f23fecf) from buildbot, altho i already experienced such failures with previous builds.