New caustics system only considers one shader node. #100629

Closed
opened 2022-08-25 16:57:35 +02:00 by Basil · 8 comments

System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49

Blender Version
Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-08-20 00:16, hash: acf083a5bf

Short description of error
The new caustics system in cycles only takes into consideration one of the caustics generating shader nodes, rather than considering the combined shader nodes.

image.png

image.png

Exact steps for others to reproduce the error
Connect multiple caustics generating shader nodes into a mix or add shader with all the caustics systems enabled (light set to cast caustics, refractive or reflective object set to cast caustics in object settings, and a diffuse object set to receive caustics in object settings)

Example Blend file: difraction test.blend

**System Information** Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49 **Blender Version** Broken: version: 3.4.0 Alpha, branch: master, commit date: 2022-08-20 00:16, hash: `acf083a5bf` **Short description of error** The new caustics system in cycles only takes into consideration one of the caustics generating shader nodes, rather than considering the combined shader nodes. ![image.png](https://archive.blender.org/developer/F13416859/image.png) ![image.png](https://archive.blender.org/developer/F13416867/image.png) **Exact steps for others to reproduce the error** Connect multiple caustics generating shader nodes into a mix or add shader with all the caustics systems enabled (light set to cast caustics, refractive or reflective object set to cast caustics in object settings, and a diffuse object set to receive caustics in object settings) Example Blend file: [difraction test.blend](https://archive.blender.org/developer/F13416875/difraction_test.blend)
Author

Added subscriber: @Defka

Added subscriber: @Defka

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

I can confirm the problem.
Disabling the caustics system causes the colors of the other BSDF nodes to take effect.

I can confirm the problem. Disabling the caustics system causes the colors of the other BSDF nodes to take effect.

Added subscribers: @olivier.fx, @Fernando-Alcala

Added subscribers: @olivier.fx, @Fernando-Alcala

currently a limitation

In #97870#1355262, @olivier.fx wrote:
This is unfortunately a limitation of the current implementation: We assume that there is only 1 bsdf per refractive interface casting shadow caustics, which explains why only the 1st bsdf is taken into account. This may change in the future, since I can imagine how a variant of the setup you have here could be used for dispersion.

currently a limitation > In #97870#1355262, @olivier.fx wrote: > This is unfortunately a limitation of the current implementation: We assume that there is only 1 bsdf per refractive interface casting shadow caustics, which explains why only the 1st bsdf is taken into account. This may change in the future, since I can imagine how a variant of the setup you have here could be used for dispersion.

Thanks for the info @Fernando-Alcala, indeed it is a known issue and has already been reported in #97870 (MNEE work only with 1st refractive shader node and ignore other inside one material).
I'll merge the reports

Thanks for the info @Fernando-Alcala, indeed it is a known issue and has already been reported in #97870 (MNEE work only with 1st refractive shader node and ignore other inside one material). I'll merge the reports

Closed as duplicate of #97870

Closed as duplicate of #97870
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Reference: blender/blender#100629
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