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Vertical split in brightness at render time
Posted: Tue Jul 12, 2016 2:32 pm
by ron908
I'm having a nasty issue while rendering a scene. See attached image - there's a vertical split going through the center of the image. No difference whether I use a single or two GPUs. Any ideas what could be causing this? This is obviously making the final render unusable
Edit: it's not the materials - the issue is visible in Clay mode too
Re: Vertical split in brightness at render time
Posted: Tue Jul 12, 2016 2:41 pm
by juanjgon
Weird issue ... in the attached image you only have computed 15 samples, but I suppose that the problem is there also with more samples.
Can you please send to me this scene to know your scene configuration? It seems a problem with the the tile rendering, but I've never seen it before.
Thanks,
-Juanjo
Re: Vertical split in brightness at render time
Posted: Tue Jul 12, 2016 2:47 pm
by ron908
Unfortunately I can't send the actual scene but I'll try to send a similar with the same issue.
I was so far able to narrow it down as to be most pronounced in Path Tracing. You can see the brightness switch between each sample step. It's not noticeable in PMC mode.
Re: Vertical split in brightness at render time
Posted: Tue Jul 12, 2016 2:58 pm
by juanjgon
While the rendering is in progress, it is normal see this effect due to the tile rendering, but the sampling should be the same in all the image surface after reach the kernel samples, once the rendering is finished.
If you get tile artifacts in the final images, after reach the kernel samples, we can have a bug in Octane. I am testing a simple scene here, something like your plane, but I can't reproduce the problem.
-Juanjo
Re: Vertical split in brightness at render time
Posted: Tue Jul 12, 2016 3:09 pm
by ron908
Hm. I just copy and pasted everything into a new houdini scene and it's gone. Very weird. I'll try and reproduce it somehow and if I manage to, I'll send you the file!