Thank you for sharing, we will investigate this. If this is blocking you please let us know.nuno1980 wrote: Thu Feb 19, 2026 9:34 pmI share this scene here:mojave wrote: Thu Feb 19, 2026 6:47 pmThank you, would you be able to provide a scene where this can be reproduced for us to test?
Caustic_Breakdown@plastic on glossy floor@rough 0.15 at real light source at the almost real life_6000x3375.orbx
But you can change the kernel from PT to Photon Tracing (see above image about kernel settings).
Same problem for lastest version of OR too.
Thank you.
Best regards.![]()
OctaneRender® 2026.2 [current 2026]
Ok. I've removed the attachment.mojave wrote: Sun Feb 22, 2026 8:43 pmThank you for sharing, we will investigate this. If this is blocking you please let us know.
Best regards.
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion
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NOTE: Sorry, my bad English for mute
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i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3
NEW ViewSonic XG2431 24"
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion
//
NOTE: Sorry, my bad English for mute
//
i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3
NEW ViewSonic XG2431 24"
- PolderAnimation

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For AOVs, it would be very nice if Light AOVs also had the option for direct reflections and indirect reflections per light. This is possible in Redshift and gives very nice freedom in compositing.
I know you can achieve this with Output AOVs, but it would be great to have an out o -the box option for denoised Light AOVs.
I know you can achieve this with Output AOVs, but it would be great to have an out o -the box option for denoised Light AOVs.
Win 11 | Dual RTX 5090 | AMD Ryzen 9 9950X| 192GB
