Why is there such a difference with Indirect Lighting between builds?

Ok, so after leaving indirect lighting for a while, i went back to try it. So i downloaded a build from Graphicall revision 31104, and i wasnt happy with the results.

The same render made with a way earlier revision 28326 looked way better. Its the same file, and setup. I think some code or something got lost along the way. Is there a way top get similar results as revision 28326?

Heres the renders and file.

Attachments



comparison.blend (67.3 KB)

Left render is nicer, but also there is not reason for such a strong light in the corner if the light is on the whole left wall.
Anyway you are right, something is not working.

i think more light get bounced back from that edge because the ground is white. I was really disappointed when i rendered using a newer build, expecting the render to look way better.

It appears that contrast setting is not the same. Right image is more contrasty and also brighter. Is there a brightness and contrast setting in Blender render?

its the exact same file, but rendered in different render branch builds. Nothing about the brightness and contrast is changed

did you use the officiel render branch built for raytrace or the simpler approximate IL?

saluitations and happy 2.5

they are both render branch with ray traced indirect lighting

well render branch is still under developpement and not stable
that’s why it’s not yet included in the officiel ve4sion 2.54

and don’t think it will be completed soon either it will take some times before it is completed so don’t expect this to be complete and working 100 %

meanwhile the approximate method seems to work fine !

happy 2.5

yeah i know the render branch is still under development, but i was just wondering why an earlier builds render looks better than a newer builds render. Also, with approximate, i can get shading from the lighting emitted. You can see in the r28326 render, that the bounced light makes the cube cast a shadow away from the wall.

Hi, I think the render branch isn’t finished, and I suppose that it’s a “bug”.

I have see the same thing in my scene :
Rendered with renderbranch 2.52 :

Rendered with renderbranch 2.53 :

I have tried to have the same result in the render branch 2.53
like in render branch 2.52
and it seems that the ground (the white plane) isn’t “treated” or
“considered” by the indirect lighting.

So I have made a test with a ground which isn’t “plane”, but “curved” like that :

And the result is (render branch 2.53) :

So I suppose that it’s a bug which will be resolved when the render branch will be integrated into the trunk :).

I hope it can help you ;).

so the render branch is still under dev?

Hi
I don’t know exactly.

I think, they have to correct the bugs of the trunk (2.54) for the moment.
After that, they will integrated the render branch into the trunk, and I suppose that they will correct some bugs that the render branch has (like that bug for example).

ok there really is a problem now. This was an old example made to test out IL with 2.52 rev 28326. Something has been lost, and the results are worse in newer render branch builds. Comparison between rev 28326 and 33358. Same file, nothing different. Also, a 6 min render in smallluxgpu using sppm for a comparison with both internal renders. The rev28326 is much closer to the SLG render, whereas the render with the latest build is completely off. I really dont know why, but it would be good if it was fixed.