I´m facing with some artifacts that I cannot seem to solve, any ideas on what is the best workflow to follow in these cases?
In this picture check the artifacts in the irradiance volume, there are some probes that are weirdly high in brightness and I´m not sure why, also check the upper part of the box, near the ceiling, remember that brightness in the corner:
Ok, I will autoanswer one thing for future reference:
The problem with the light leak was a problem with the sun light, so I managed to get rid of leaking by raising some paramenters, Exponent from 2.5 (default) to 10 and Bleed Bias to 1.0 (from 0.0 default), but I´m not sure if this last one is doing something because there is no difference when I change it back to 0.0
Now, the irradiance volume weird brightness is still present.
Yes, it´s possible, but I´m sure there should be some tricks to avoid or at least to minimize this, because I doubt behind the probes everything is a simple sphere interpolation.
On the other hand, I don´t understand the bright probes, I would like to know WHY are they happening, to try to avoide them, if I move the probes maybe those exact probes will not be bright, but others may be, and I would like to know why is that happening
Hi, this is something related to irradiance volume but in my opinion has to do with object or geometry data. I noticed that in the demo archviz scene there is lack of color bleed. Once I joined floor object to the newly created geometry in the current daily build of blender, in this case the plane, color bleed seems to work fine (notice the bleed on the gray chair, second image is with more prominent color, to illustrate the problem better).
Scale on both objects were at 1.0,1.0,1.0. So I guess there is some other property which might be hidden from the UI, that affects the behavior of the light bounce from the object? I know that probe objects are in the scene from the more heavily development phase of blender, so in the next image I replaced old irradiance probe with the new one. Bounce strength and hue changed a bit, but the problem of the lack of light bleed persists. Appending this geometry to the new blender scene doesn’t solve the issue.