| Project: | YafaRay |
| Version: | 0.1.2-beta1 |
| Component: | Code |
| Category: | bug report |
| Priority: | critical |
| Assigned: | Unassigned |
| Status: | active |
with glossy and/or reflective surfaces and sometimes DarktideSunsky and PhotonMapping, appears white/black dots. saving as hdri (exr or hdr) the render shows bright white spots that are infinite brightness value and make the tonemapping process impossible: Luminance/qtpfsgui just shows an error and crash with gamma<>1.00000. Saving the same render as LDR (png, jpg) the spots looks completelly Black.
Comments
#1
I have a similar problem using Photn Mapping with Glossy materials:-
http://www.yafaray.org/community/forum/viewtopic.php?f=12&t=3452&start=259
http://www.pasteall.org/pic/8084
http://www.pasteall.org/blend/4802
#2
I was having white dot problems as well. Increasing FG or AA passes just made them worse, but increasing AA samples in the first AA pass seems to be helping. Right now just started doing a render with 32 FG Samples, 64 AA Samples, 1 Pass and I'm not seeing any white dots yet whereas I'd usually see them right away. So I would say try using the minimum FG samples and maximum AA samples with 1 pass that you can get away with and see if it helps.
But obviously this is a bug because it doesn't make sense for white dots to show up in photon mapping with FG on. Pathtracing, especially with pathtraced caustics, makes sense for white dots to show up if samples are too low, but it doesn't make much sense with Photons+FG.
#3
I confirm the bug too, HDRI+IBL is just unusable, glossy material always create small dots. The position of the dot depends on AA settings but I didn't manage to delete them.
It's a big problem !
#4
Even not using IBL, the problem exists. The problem is the glossy material when using a world texture.
#5
At times, only by adding a small rotation, the problem of white dots, disappears.
#6
Can't confirm white dots with yafaray 0.1.2 beta 3, compiled on win64 bit with x86_64-w64-mingw32 g++ version 4.4.6
#7
Also tested your posted scene with YafaRay 0.1.2 beta3 on Ubuntu 11.10 (compiled with g++ 4.4.6),
no white dots on glossy material.
#8
I had the same problem with the white dots int the green room demo scene.
olaf asked me to comment out #define FAST_MATH and #define FAST_TRIG in mathOptimizations.h as I was compiling with gcc 4.6.
It solved my white dots problem for that scene. The performance was not noticeably worse (compiling with -O3 -ffast-math)