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When i am rendering in cycles large scene (not really, 470k verts) in GPU mode there is no light penetration through holes and glass, even if i render with 10 samples. In small scene (<80k verts) all is ok. In CPU rendering also all is ok, but it's not funny when you render one frame for 2 hours. Radeon 7970 (OpenCL).
Is there any solution for this problem ?

enter image description here

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  • $\begingroup$ Can you post an image showing the problem? $\endgroup$ – cegaton Aug 21 '15 at 18:33
  • $\begingroup$ joxi.ru/KAgKeYWcdbZWAl Sorry for this noise $\endgroup$ – ne1s Aug 21 '15 at 18:49
  • $\begingroup$ Hm. Is it possible you could upload a .blend demonstrating this behavior? It's possible this is a bug.. $\endgroup$ – gandalf3 Aug 21 '15 at 18:54
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    $\begingroup$ .blend is too large. For example, I copy all objects from the scene and then put into another - result is the same. Then i delete 80% of objects - all lights and shadows rendered good $\endgroup$ – ne1s Aug 21 '15 at 19:02
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    $\begingroup$ @ne1s At least that suggests that some stray object is causing this. Perhaps the window object has a transparent shader? It appears openCL doesn't yet support transparent shadows, which is an optimization which vastly improves sampling lamps which cast light through partially transparent objects. What happens if you try a mesh light outside the window? If that appears to be the cause of the issue, it shouldn't be too hard to rig up a workaround using renderlayers. $\endgroup$ – gandalf3 Aug 22 '15 at 1:31
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enter image description here

check the progressive refine box in render panel.

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Same problem on NVIDEA Quadro K4200. Progressive refine didnt solved the problem. Enabeling Refracive Caustics dit solve the problem.

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  • $\begingroup$ Please don't use answer function for your comments $\endgroup$ – Blender For You Nov 7 '17 at 12:00
  • $\begingroup$ Oh, i tohught of it as anoter solution alternative that might works for some people. Does this edit help? $\endgroup$ – J.Doe Nov 7 '17 at 12:03

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