DanDeBroeck

Chief Architect
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  1. 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.
  2. @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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.