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<font size="-1"><font face="Arial">Hi Brecht,<br>
<br>
After carrying out several tests I have a question, is it
possible that light leaks (see attached image) will slow down
convergence performance with harder to find light sources due to
extra calculations being performed? It seems light leaks happen
with all solid objects, this gets progressively worse when<font
size="-1"> </font>a Subsurf modifier is added, higher the
subdivision modifier setting the more light penetration
calculations are performed showing increasing light leaks. To
help rule out recent code changes and SSS integration, tested
with version 2.66a and 2.66.5.<br>
<br>
<b>Cycles Light Leaks test Method:</b><br>
• With the default scene, select Cycles render, delete the
light<br>
• Add default material to the cube<br>
• Duplicate the cube and reduce in size (so it is inside the
default cube), change the material so the smaller cube is a
powerful emission source<br>
• Duplicate the main cube again and greatly enlarge, so it
encompass all objects within the scene including camera, there
should now be three cubes in the scene, each inside the other.<br>
• Select camera view and render several passes<br>
• Add a Subsurf modifier to the default main cube and
re-render<br>
<br>
To help reduce mailing list bandwidth, please find attached
single image, will post a selection of test images showing
progressive light leaks on blenderartists.org Brecht’s Easter
egg surprise thread.<br>
<br>
Thank you for your time and great SSS coding work,<br>
David<br>
</font></font> <br>
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