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Exit Portal with no shadow

Posted: Wed Jun 06, 2012 2:44 am
by draconic
Hello everyone I have questions about Exit Portals.
First of all, I'm using latest Indigo and Skindigo versions. The Scene setup is; camera advantix 100, Bidir PT, no glass, it's just a simple test scene. I followed the Exit Portal tutorial step by step.
In first picture I used sun&sky environment, second one is done with Exit Portal.
EP was too dark so I used EV adjust to lighten it (third one).
Here's my question: where have my shadows gone?

Re: Exit Portal with no shadow

Posted: Wed Jun 06, 2012 3:53 am
by CTZn
This is a known limitation of Path Tracing with Exit Portals, they don't cope together. Path Tracing is forced on by Indigo whenever GPU acceleration is used.

Re: Exit Portal with no shadow

Posted: Wed Jun 06, 2012 5:17 am
by draconic
I went back to older version 3.0 and Exit Portal is working fine.
But only with Bidir PT and Bidir MLT. GPU acceleration is not supported as you mentioned.
Is this a kind of bug between 2 different versions?

Re: Exit Portal with no shadow

Posted: Wed Jun 06, 2012 7:31 am
by CTZn
I think that the main difference is that the newest SkIndigo has GPU acceleration on by default in the Advanced Render Settings. In this case, the GPU will use single path tracing (bad with EP's by nature), disregarding the Tracing Method setting !

The render from 3.0 uses bidir as default while the latest version is forcing GPU (path tracing) I think.

Re: Exit Portal with no shadow

Posted: Wed Jun 06, 2012 7:58 am
by draconic
Wow you're right. GPU acceleration was on by default. I switched it off and now it's perfect.
Thanks for the solution. Case is closed I think 8)

Re: Exit Portal with no shadow

Posted: Wed Jun 06, 2012 1:13 pm
by Headroom
I say this one more time :wink:

For interior scenes that are lit by exterior light sources, e.g.. Sun/Sky, path tracing is usually not the best render method. It may work out favorably in these simple test scenes, but once you add "stuff" with more complex materials simple path tracing quickly runs out of breath.

Thus, for realistic scenes (within the above described constraints) it's really not so much of a limitation.