MNEE caustics are treated as "direct light" when they should be "indirect light" #96992

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opened 2022-04-03 01:44:27 +02:00 by Alaska · 10 comments
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System Information
Operating system: Linux-5.16.0-5-amd64-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54

Blender Version
Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-04-02 21:46, hash: 79ff65d07b
Worked: Never as this feature was introduced recently

Short description of error
Caustics generated from the MNEE caustic system are considered "direct light" when they should technically be "indirect light"

Exact steps for others to reproduce the error

  1. Change the render engine to Cycles.
  2. Setup a caustic caster with a refractive material, a caustic receiver, and a caustic shadow light.
  3. Notice how the caustics cast by the caustic caster onto the caustic receiver are treated as "direct lights". For example, they appear in the Diffuse direct pass. And they are impacted by the Direct Light Clamping feature. Caustics should be "Indirect light".

Here is a file with steps 1-2 done for you:
#96992 - MNEE caustics direct light.blend

**System Information** Operating system: Linux-5.16.0-5-amd64-x86_64-with-glibc2.33 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54 **Blender Version** Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-04-02 21:46, hash: `79ff65d07b` Worked: Never as this feature was introduced recently **Short description of error** Caustics generated from the MNEE caustic system are considered "direct light" when they should technically be "indirect light" **Exact steps for others to reproduce the error** 1. Change the render engine to Cycles. 2. Setup a caustic caster with a refractive material, a caustic receiver, and a caustic shadow light. 3. Notice how the caustics cast by the caustic caster onto the caustic receiver are treated as "direct lights". For example, they appear in the `Diffuse direct` pass. And they are impacted by the `Direct Light Clamping` feature. Caustics should be "Indirect light". Here is a file with steps 1-2 done for you: [#96992 - MNEE caustics direct light.blend](https://archive.blender.org/developer/F12965164/T96992_-_MNEE_caustics_direct_light.blend)
Author
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Added subscriber: @Alaska

Added subscriber: @Alaska
Member

Added subscribers: @olivier.fx, @lichtwerk

Added subscribers: @olivier.fx, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can confirm, would be nice to address before the first release

CC @olivier.fx

Can confirm, would be nice to address before the first release CC @olivier.fx

I'm not sure about this one since we are in the direct lighting code at this point: I will look into it and see if the contribution can be properly rerouted.

I'm not sure about this one since we are in the direct lighting code at this point: I will look into it and see if the contribution can be properly rerouted.
Member

Following the policy of "bug in new feature = high prio", will raise priority

Following the policy of "bug in new feature = high prio", will raise priority

Added subscriber: @brecht

Added subscriber: @brecht

I have partially addressed this issue in D14623, though it meeds more work, which I'll ping @brecht about.

I have partially addressed this issue in [D14623](https://archive.blender.org/developer/D14623), though it meeds more work, which I'll ping @brecht about.

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Brecht Van Lommel self-assigned this 2022-04-28 18:01:13 +02:00

Resolved by 110eb23005.

Resolved by 110eb23005.
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Reference: blender/blender#96992
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