Comments (2)
And also: it still happens if bump mapping and per-vertex normals are disabled, so is presumably not a shading normals issue..
from pbrt-v4.
Many things have been fixed since this and the noise now seems reasonable to the point that it now seems plausibly expected noise from tricky indirect lighting.
from pbrt-v4.
Related Issues (20)
- Incorrect projection light range HOT 2
- Avoid error in Hair material when `beta_m` or `beta_n` is out of range HOT 1
- Reintroducing HaltonSampler's `samplepixelcenter` that existed in v3? HOT 2
- CoatedConductor BxDF doesn't handle eta correctly
- Compilation failed on Windows and Mingw HOT 5
- Windows release build HOT 6
- TypePack issue HOT 2
- Problem with --cropwindow and bdpt HOT 8
- Hide Emitters in Render HOT 4
- Difference in images when using EXR and PNG as output filename HOT 15
- Gpu rendering works really well, but does not render animated objects HOT 1
- Fix the EXR multilayer channels nomenclature in G-buffer mode HOT 4
- The result of pbrt_v4 gpu operation at Pavilon-night is noisy HOT 4
- SubsurfaceMaterial::ToString() is missing the normalMap HOT 1
- Double precision is not working... Optix BVH ? HOT 10
- .obj to pbrt conversion HOT 1
- MIS misbehaves: improvement for direct illumination HOT 2
- pbrt v4 book formula 13.9 maybe error HOT 2
- Material "subsurface" appears to behave strangely.
- imgtool denoise-optix crashing HOT 1
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from pbrt-v4.