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Mar 19, 2021 at 15:28 history edited Jaroslav Záruba CC BY-SA 4.0
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Mar 2, 2021 at 18:26 history edited Jaroslav Záruba CC BY-SA 4.0
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Mar 2, 2021 at 16:44 history edited Jaroslav Záruba CC BY-SA 4.0
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Mar 2, 2021 at 16:31 vote accept Jaroslav Záruba
Mar 2, 2021 at 10:11 comment added Rich Sedman I think the problem may be with your lamp. The bulb is hidden by the shade and therefor the only light that is escaping into your scene is that diffused or reflecting off the space below the lamp. When the emitter is present the screen is flooding out the light since it’s in direct line of sight. Try adding some emission to the shade itself (not physically accurate but gives the effect of light shining through and gives the renderer a chance of finding a path to a light source).
Mar 2, 2021 at 9:50 comment added Rich Sedman That is strange. Does the problem come immediately back again if you slightly increase the screen's emission or is it gradual - getting worse the brighter the screen?
Mar 2, 2021 at 9:49 comment added Jaroslav Záruba I agree, I meant setting the Clamp from 15 to 0 again, as mentioned in "What I tried"
Mar 2, 2021 at 9:43 comment added Jaroslav Záruba By "fixing the issue" I mean the lamp shines as expected, but the screen does not obviously :/
Mar 2, 2021 at 9:43 answer added Martynas Žiemys timeline score: 3
Mar 2, 2021 at 9:43 comment added Jaroslav Záruba I tried to unplug the Emission shaders from Material Output, and now also setting the Emisssions to 0 - both "fix" the issue. (As does removing the tv set from the scene.) I am new to the terminology, so just to be clear: there is no actual light in the scene, just the Emission shaders.
Mar 2, 2021 at 9:06 comment added Rich Sedman You shouldn't need to clamp for something that should be so simple. Have you tried just turning the Emission shaders on the screen to zero so that they aren't emitting any light? How about replacing the full material with a 'default' grey diffuse? Remove each element one at a time and see where the problem stops occurring. Adding light to a scene should never make things darker (unless they are only appearing darker due to, say, some auto-exposure settings).
Mar 2, 2021 at 9:00 history tweeted twitter.com/StackBlender/status/1366674650831454212
Mar 2, 2021 at 8:57 history edited Jaroslav Záruba CC BY-SA 4.0
added 155 characters in body
Mar 2, 2021 at 8:55 comment added Jaroslav Záruba seems like Clamp for Indirect Light should be the key, the real issue being those damned fragments
Mar 2, 2021 at 8:42 history edited Jaroslav Záruba CC BY-SA 4.0
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Mar 2, 2021 at 8:37 comment added Jaroslav Záruba also just tested if the Light Path + Mix shader on the screen is the cause, doesn't seem so either
Mar 2, 2021 at 8:35 comment added Jaroslav Záruba By "scrub" I meant screen, thanks auto-correct! :) @RichSedman I have just tested it also with CPU only, no change there.
Mar 2, 2021 at 7:42 comment added Rich Sedman Have you tried rendering a test render with CPU? It could possibly be an issue with GPU - eg, the extra complexity of your scene meaning you run out of resources such as memory.
Mar 2, 2021 at 2:55 comment added Jaroslav Záruba Just realized the Mix shader together with the Light Path on the scrub could be the culprit. Maybe they are lowering the energy of the rays emitted from the bulb.
Mar 2, 2021 at 2:14 history edited Jaroslav Záruba CC BY-SA 4.0
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Mar 2, 2021 at 2:08 history edited Jaroslav Záruba CC BY-SA 4.0
added 130 characters in body
Mar 2, 2021 at 1:57 history asked Jaroslav Záruba CC BY-SA 4.0