i encountered some issues with an animation. Out of 101 frames 46 look like the attached one. They get seemingly inverse coloured square artifacts all over. The attached one is the worst of them all, some are artifacted to a lesser degree or more monochromatic. In final render output the squares on most images get black, but in the viewport or render preview they are always colourful like shown.
up on request i could share the .ksp - but i as well opened a support ticked where i attached the .ksp for the luxion team
there are 5 physical light sources: an area light + a spotlight, both animated with a fade curve and colour fade. The Spotlights poition is animated as well. And 3 area lights static in the light. Turning all animations off provided the same results.
its rendered without caustics, in interior mode. 30 samples with denoise at .4 . The Artifacts get worse with more samples though. And they do seem to not appear in product mode.
AMD Radeon 580X Pro
I reported this april 9.th, 3 months ago. For a big this serious I find it unacceptable that it has not been fixed.
This has also been happening on my 2019 Macbook Pro running Catalina 10.15.5
2.4GHz 8 core i9
AMD Radion Pro 5500M 8GB
This is after deleting the xml file as mentioned above. In viewport it kicks in around 30 samples, but in exports, it starts at 3 samples.
This is a single body model with a simple plastic material with 0.1 roughness
I also have this issue but the squares are black.
i am on a MacBook Pro with BigSur and on a floating license of Keyshot 9
any help would be appreciated.
This is solved in Version 10!
thanks for the update - crossing fingers that this is true :)
i will let you know if this persists once i have V10 installed and running.
I updatet to Vs10 and the artifacts are gone. (Mac Pro 2019) A great update in functionality too. Support for 3dconnexion spacemouse is added too.
I just have sent you my KS9Settings.xml file.
I just tried to render a interior scene again that I have rendered some days ago, but today I got the artifacts - it's like gambling
My ideas: Intel Xeon TurboBoost Max 3.0 drives CPU-cores at different speeds - so some segments are not ready when others are finished? Especially when calculating ray-bounces?
ive sent you the file.
the fix deleting the Settings.xml worked the first time for about 10 frames, the secodn time it didnt work at all: even the viewport got artifacts.
thanks nonetheless :)