Principled BSDF handles roughness incorrectly #96527
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Reference: blender/blender-manual#96527
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System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07
Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash:
blender/blender@f1cca30557
Worked: (newest version of Blender that worked as expected)
Short description of error
The Blender docs states for the Principled BSDF roughness:
When converting from the older Glossy BSDF node, use the square root of the original value.
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html
However when doing testing I have found, that to get equal results the Principled BSDF needs exactly the same roughness values as the glossy shader.
Same is also applicable with transmission roughnes and the refraction/glass shader.
Exact steps for others to reproduce the error
This test file clearly demonstrates this in the case of glossy roughness:
Test file.blend
Is maybe just the documentation outdated?
Thank you and have a great day!
Added subscriber: @tempdevnova
Added subscribers: @angavrilov, @mano-wii
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
This is the result seen in Blender 2.79
The
Hint
was added in {rBM3542} by @angavrilovDoes the "older" in "older Glossy BSDF node" mean the node from older versions of Blender?
If so, this needs to be made clearer to avoid confusion. Otherwise it seems best to just remove that
Hint
.This issue was referenced by 9130
Added subscriber: @brecht
Changed status from 'Needs Developer To Reproduce' to: 'Resolved'
This changed in blender/blender@7613ffc, I'll update the docs.