I meant the first picture, leaking around the corner of the wall.
I’m using the Unity HDRP path tracer Path tracing | High Definition RP | 16.0.6
I meant the first picture, leaking around the corner of the wall.
I think your options are basically to either increase the resolution around the wall or to increase the normal bias using a volume. Try it out.
I’m using the Unity HDRP path tracer
Ah, I see. In that case we might want to look into this.
Yes, both.
Do you get similar issues without streaming enabled? I wonder if you are hitting the max memory budget. In that case not everything can be loaded into memory at once. Do the strange looking chunks change when you move around the camera?
Disabling streaming or adjusting the memory budget configuration option have no effect. The chunks do not change when moving the camera. It’s always in the same place.
Path tracing will always look different due to things like reflections.
The added green might be due to how the reflection probes are setup or other ambient lighting settings.
For example here’s a scene from cyberpunk.
normal
Pathtracing
Normal
Pathtracing
It’s nature of the beast really.
EDIT: Also to your other posts, DO NOT SLEEP ON ADJUSTMENT VOLUMES! It’s best to only have the density you need imo.
I’m not exactly concerned that they are different, rather that the APV seems to be bouncing light in an unrealistic way that I don’t understand. The bounce light seems too strong. I was using the path tracer to try to demonstrate that.
Can you clarify which thing would benefit from adjustment volumes and in what way? Thanks!
Yes my point is it may partly be reflection probe behavior, like the green here on the ceiling is likely not in the baked lighting.
If it is maybe your indirect lighting intensity is set to high somewhere.
It is possible to check in the render debugger.
You can optimize probe density where it matters most, for example you have a lot of probes along the ground thats largely unnecessary and can cause noise and needlessly extend render time.
You can see here I have multiple volumes then adjustment volumes.
Scene has more spaced out probes
then i increase the density as we get closer to the important area.
Then i further push by increasing sample count in the detailed areas cause there’s more noise.
You can see a similar logic applied to the kingdom demo.