DanDeBroeck

Chief Architect
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About DanDeBroeck

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  1. PBR was re-implemented as a fully path traced model in X16. In short, a path traced implementation more accurately calculates lighting in a scene by simulating consecutive light bounces via ray tracing. Simulating these additional light bounces do require more rays to be cast than the prior implementation, as @Renerabbitt pointed out, which does have an impact on performance. The new path traced model results in higher fidelity renderings and resolves one of the most common complaints from the prior implementation, light bleed. While reducing the bounce counts may improve performance it will negatively impact the fidelity of your renderings. Setting the opaque bounce count to 1 and checking "Approximate Additional Bounces" should essentially get you back to X15 quality and performance, but will reintroduce common issues like light bleed. As @Renerabbittalso mentioned, another option to improve performance is setting the AMDFidelity super resolution to a higher value. AMDFidelity super resolution renders the scene at a lower resolution and then upscales the result for presentation. This approach, using the default bounce counts, will likely result in higher fidelity renderings than reducing the bounce counts and enabling "Approximate Additional Bounces".
  2. The light reflected by the moon originates from the sun. Try moving the sun around below the horizon until you get the desired moon appearance.
  3. @A-H_Ryan, The Grass Region ground material being visible in a CPU ray trace has been addressed; we now hide it in these views. Grass geometry is not supported by the CPU ray tracer and this is unlikely to change. Grass geometry is implemented almost entirely on the GPU, which does not translate to the CPU ray tracer.
  4. The floor finish layer you've added to the other rooms does appear to be eliminating some potential light bleed. Thank you for bringing this issue to our attention, we will look into it.
  5. Thank you for providing the plan. I do see some light bleed from the backdrop which may be mitigated by reducing the intensity. I found adding a 1/8" thick floor finish layer with a texture eliminated a great majority of the light bleed in that room without having to modify the backdrop intensity.
  6. Hi Michael, If you are able to share the plan that would be very helpful in tracking down the issue. I was able to reproduce a similar behavior by creating an outdoor room with the slab room type and a slab foundation. Adding a floor finish layer with a texture eliminated the light bleed in my scenario. Without the plan I can't say for sure this will resolve your issue but it might be something to try.
  7. Grass geometry is not supported by the CPU raytracer. However, just displaying the ground material is not an ideal experience. We will look into improving this.
  8. Jason, I am able to reproduce this but only in PBR with GPU raytracing and refraction enabled. This is unexpected behavior that will be looked into. Thank you for bringing it to our attention.