DigiChuckle wrote:bepeg4d wrote:Hi,
thanks for the screenshot, I’m not totally sure to have correctly understood the geometry, but it seems to me that the gxx effect is already present on the right, and if the specular is also in gxx mode, the same effect is repeted also on the left, since it is not changed from the different BRDF model.
8C45F09A-0E56-455A-A400-DD83332CCD2C.jpeg
ciao Beppe
Ok, maybe that's just the way it's supposed to work and I don't know enough about BRDFs. Anyway, I prepared a test orbx, here:
https://we.tl/tDw1s3ZfkC
octane_ggx_test.gif
octane_ggx_test.gif
I hope that helps and thanks!
Hi there DigiChuckle, this is an interesting find.
Seems like the new materials like the Backman, GGX and Ward in indirect rays see the caustic blur (that supposed to only be visible for diffuse rays)
So as workaround you could set your caustic blur to a smaller value. This has an direct effect on how the reflection roughness of the glass is looking in the render.
This is probably something that should be addressed by the main devs!
@aoktar would you please pass this along to the devs, so they can have a look at it!
(Only happened when you have a scene where you have both the old BSDF and the new BSDFs mixed)