Ray Epsilon float reaches minimum
Posted: Tue Oct 25, 2016 6:19 pm
Hi there,
I have modeled my scene to scale and everything is working fine. The only problem I experience, is that I have 2 planes intersecting with displacement, one refractive specular, one glossy. I always see the bias(ray epsilon) in the render in this case. A white line. If I scale my scene it starts to remove the line, but render times become long. I want to keep my scale, but reduce the epsilon to a really low value. Something like 0.00000001, but it seems as though the floating point precision doesn't go low enough. Eventually it reaches a minimum cap.
I have modeled my scene to scale and everything is working fine. The only problem I experience, is that I have 2 planes intersecting with displacement, one refractive specular, one glossy. I always see the bias(ray epsilon) in the render in this case. A white line. If I scale my scene it starts to remove the line, but render times become long. I want to keep my scale, but reduce the epsilon to a really low value. Something like 0.00000001, but it seems as though the floating point precision doesn't go low enough. Eventually it reaches a minimum cap.