Hey guys,
For a while in the studio we've been using "tile" rendering to divide large images into smaller jobs on the farm but recently we've run into an issue where there are lighting discrepancies at the border of the each tile. We initially thought it was down to the UHD cache being read incorrectly but after some testing it seems the issue is coming from elsewhere.
3DS Max 2024.1
Corona 10.1
Pulze 2.2.6
It's worth noting that the issue only started appearing after we upgraded from Corona 9.1 to 10.1 so I believe the issue has come through that update. So far we've tried:
- setting secondary GI to UHD Cache, 4k Cache and Path Tracing
- bloom and glare disabled
- caustics disabled
- use legacy environment map filtering (this was already on as the scene was originally created in 9.1
- disable adaptivity
The issue is mostly visible in the Direct/Indirect/Reflect elements (and of course beauty)
I'll see what we can do about getting a test scene over to you guys too.
Cheers