diff --git a/tests/data b/tests/data index 123fa1c89b0..65ff80c926a 160000 --- a/tests/data +++ b/tests/data @@ -1 +1 @@ -Subproject commit 123fa1c89b02dbda2e969337bed00548ffd14423 +Subproject commit 65ff80c926a4ccff6815a511fea51e35172286ff diff --git a/tests/python/eevee_next_render_tests.py b/tests/python/eevee_next_render_tests.py index 1805cbc7ac9..22c172a786e 100644 --- a/tests/python/eevee_next_render_tests.py +++ b/tests/python/eevee_next_render_tests.py @@ -36,6 +36,10 @@ BLOCKLIST = [ "ray_offset.blend", # Blocked due to difference in border texel handling between platforms (to be fixed). "render_passes_thinfilm_color.blend", + # Blocked due to a significant amount of transparency that have a different nosie pattern between devices. + "light_path_is_shadow_ray.blend", + # Blocked as the test seems to alternate between two different states + "light_path_is_diffuse_ray.blend", ] BLOCKLIST_METAL = [ @@ -46,6 +50,7 @@ BLOCKLIST_METAL = [ "shadow_all_max_bounces.blend", "light_link_exclude.blend", "light_link_instanced_receiver.blend", + "light_path_is_volume_scatter_ray.blend", # Blocked due to difference in volume lightprobe bakes(maybe?) (to be fixed). "volume_zero_extinction_channel.blend", # Blocked due to difference in screen space tracing (to be fixed). @@ -273,8 +278,8 @@ def main(): # hair close up report.set_fail_threshold(0.0275) elif test_dir_name.startswith('integrator'): - # shadow all max bounces - report.set_fail_threshold(0.0275) + # Noise difference in transparent materials + report.set_fail_threshold(0.05) elif test_dir_name.startswith('pointcloud'): # points transparent report.set_fail_threshold(0.06) diff --git a/tests/python/storm_render_tests.py b/tests/python/storm_render_tests.py index 178810dd824..ea4c315a50e 100644 --- a/tests/python/storm_render_tests.py +++ b/tests/python/storm_render_tests.py @@ -39,6 +39,10 @@ BLOCKLIST_METAL = [ "underwater_caustics.blend", "shadow_link_transparency.blend", "principled_bsdf_transmission.blend", + "light_path_is_shadow_ray.blend", + "light_path_is_transmission_ray.blend", + "light_path_ray_depth.blend", + "light_path_ray_length.blend", # Volume "light_link_surface_in_volume.blend", "openvdb.*.blend",