EEVEE lighsource reflections bug or feature? (shadows being used for visibility could be documented) #89556
Labels
No Label
Meta
Good First Issue
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
Eevee & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds, Tests & Devices
Module
Python API
Module
Rendering & Cycles
Module
Sculpt, Paint & Texture
Module
User Interface
Module
VFX & Video
Priority
High
Priority
Low
Priority
Normal
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Information from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-manual#89556
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Quadro K4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59
Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-24 17:40, hash:
blender/blender@3d7021b4ec
Worked: (doesnt work even in 2.83 LTS)
Short description of error
From the attached images and file there seems to be an issue where reflections dont show up when a light is present, while using an emission surface gives the expected result. Please note that using reflection planes, cube mapps do nothing to the scene, it seems that EEVEE overlays lights reflections on top of everything, except surface roughness. I`m not sure if its a bug or a feature.
Exact steps for others to reproduce the error
Please see attached file
White room bug.blend
Added subscriber: @Pastean_Narcis_Dan
White room bug.blend
Added subscriber: @ktdfly
AFAIK that's a limitation of LTC shading - specular highlights are only checked if in direct shadow, reflected rays are not checked
Added subscribers: @fclem, @lichtwerk
Yep, I think this comes down to a limitation, but will let @fclem have the final word.
In Eevee, specular reflections of the light itself are "blocked" by the shadow maps (same as diffuse), these are not shadow rays.
This is a very simplistic example:
repro.blend
Cycles:
Eevee:
note this is all pure specular.
So yeah, one could says these are "wrong" in Eevee, but this is probably just the best you can get for area light sources in a realtime scenario (or is raytracing here a things as well nowadays)?
@fclem: dont see this mentioned in the documentation, maybe it should?
EEVEE reflections bug or feature?to EEVEE lighsource reflections bug or feature? (shadowmap blocking)Shadowing (or visibility) is not generally separable from shading but for realtime rendering purpose we consider this to be true as we only have shadowing information for one direction.
I guess this could be added as limitation of the shadow system in the documentation.
Raytracing the shadow map is not going to fix it because we will still only stick to the separability assumption to avoid twice the cost of shadows (which will be very high for raytracing).
Changed status from 'Needs Triage' to: 'Confirmed'
thx sharing the info @fclem
Will set to TODO then.
EEVEE lighsource reflections bug or feature? (shadowmap blocking)to EEVEE lighsource reflections bug or feature? (shadows being used for visibility could be documented)