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QMC and Team Render Checker Pattern Problem
Hey guys!
I’ve had this issue off-and-on for a few years, spanning 3 versions. I’m on r17 now. With some scenes, when I render with Team Render (or even Net Render in the older versions) I’ve had an issue where QMC would turn out a checkered pattern in the render – EXACTLY where the buckets iterated through the render. Some patches lighter, some darker. Very subtle, but noticeable.
It’s almost as if some of the other computers in the swarm have calculated the GI slightly differently, and are making their chunk of the render either slightly darker or slightly lighter than the others. This is probably exactly what is happening. Anyone know of a way to prevent this? And/or distribute the QMC GI maps to the other computers (similar to the Team Render options of distributing the IR/LM/RM map caches)?
I’m stuck in a hard place – I can’t use IR in my low-light interior scene, as it results in blotchiness (even with Record Density cranked WAY up, and per-pixel sampling enabled). So I tend to lean on QMC when I’ve b0rked the lighting. But then QMC can’t be team rendered due to the checkerboard pattern. I’d be happy with a solution to either, but I’ve posted the blotchy IR GI a couple times over the years, to no avail.
Here’s a shot of the QMC checker pattern issue:
-J
