Running the latest daily build but I was having this issue with 1.2 and colleagues having the same issue with older versions too.
Very simple scene:
CoronaSun inside a daylight system (default settings for the sun) pointing at solid pane of glass with IOR 1.52 onto a floor object which is reflective with IOR 7 and glossiness 0.5.
Let's change the glossiness value of the floor material and see what happens:
Glossiness 0.5:
Glossiness 0.53:
Glossiness 0.55:
Glossiness 0.6:
It's probably the viewing/glancing angle that is the issue rather than glossiness (who knows) but as you can see there is a major shading error here. There is no object outside the window/door that would cause that "shadow". The issue must be related somehow to refraction in the glass material (see later).
Here are the render elements for glossiness 0.5. You can see that the incorrect "shadow" is shown in all the main render elements.
Direct:
Reflection:
Shadows:
Here are the same results but I'm using a simple map to drive the reflection slot. I have changed to glossiness 0.4 and 0.45 to make the effect more obvious.
And here's another render but with the camera very low to the floor, just FYI.
And here is an even more obvious example:
With glass casting shadows:
With glass NOT casting shadows:
With glass casting shadows but with glass material set to THIN (no refraction) mode:
With glass casting shadows but with glass material THICK but with IOR = 1.0:
Looks like IOR doesn't make any difference. Only the THIN option can "fix" it, but this results in incorrect/unphysical result because you're using a solid thick glass mesh.
So I think, basically, that there is a major issue with CoronaSun coming through THICK glass and hitting a reflective object with glossy reflections.
- If I disable Cast Shadows on the glass object the problem goes away.
- If I disable the CoronaSun the problem goes away
- If I disable reflectivity on the floor material the problem goes away.
- If I enable THIN mode for the glass material the problem goes away
- The problem is not related at all to the use of maps (same issue appears with or without maps used)
- Legacy Mode for the glass material makes no difference if on or off
I can't share this scene but I might try to make a simplified version of it, but it's probably easy to replicate if you create one like the examples above.