banelinde
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Posts posted by banelinde
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7 hours ago, TeaTime said:
not going to happen - CPU and GPU ray tracing process lighting data in very different ways......
Standard view is a whole separate thing, its light handling is weak......
will need to tweak them both completely independently.......
TeaTime, many thanks.
But, CA should have these differences calculate by itself.
Consantly guessing or having double light sets, is producing massive pain.
Regards.
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Hi there,
I have set outdoor lights as in real life and tuned general sun and backdrop illumination as in CA tutorials.
But the outdoor lights (car headlights and street light in my scene) are massively different in PBR vs CPU raytrace (and Standard view as well).
I have tweeked every single "lights/sun/exposure/backdrop" option, but with no success to set "one entry" lights strength, to achieve similar illumination in PBR and CPU raytrace.
Example: In PBR Headlights are 1.200lum and Streetlight 30.000lum and everything looks fine, but to achieve the similar result in CPU and Standard view, I must multiply the lights strength 35x fold (by guesswork).
Image no.1 and no.6 is what I'm looking for, but with "one strength setting".
Aghrrrrrrr!
The goal is to have rough feeling of a illumination in "Standard view" while modeling, then to adjust it in "PBR", and finally to render it in "CPU raytrace" (PBR is not producing shadows for the images etc).
Otherwise, It's all pain to proceed with the work.
Please advise.
I'm using W10+X13+RTX2060
CPU raytrace lights way off vs PBR
in General Q & A
Posted
Kbird1, many thanks, will check.
But, PBR is not showing shadows for 2D images (plants etc) and has it's issues.
Same goes for CPU RT.
Looks they have bugs.
It would also be a pain to export the scenes to e.g. 3DS max.