Light are not colored after passed in a material with transmission in Volume (cycles/ eevee) #101448
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Reference: blender/blender#101448
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System Information
Operating system: win 11 x64
Graphics card: RTX 2060
Blender Version
Broken: 3.3
Worked: null
Short description of error
Fog don't take the color of of the transmission material. Exemple light white passed in a glass red, also the light are red now. in blender no is stay wihite when he passed in the windows the volume don't change the color.
Exact steps for others to reproduce the error
create a spot
create a volume cube with density
create a wall with transmission and low IOR and put a color in base color.
And as you can see the fog after passed in the glass are colored with the light source color and not with the material glass color like a filter put on a light for color it. in blender this thing don't exist.
Added subscriber: @dodo-2
Light are not colored after passed in a material with transmission in Volumeto Light are not colored after passed in a material with transmission in Volume (cycles/ eevee)Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Needs User Info'
Thanks for the report. I'm not sure how exactly to recreate the scene. Could you share your .blend file?
problem: the light are not colored when he passe out the mesh with transmission and he not got out when he hit the mesh.
broken.blend
As you can see, the beam of light don't pass in the transmission he simply stopped and he not colored
@PratikPB2123 this the wrong result.
Added subscriber: @mod_moder
Changed status from 'Needs User Info' to: 'Archived'
2022-10-01 22-59-31.mp4
It was about how volume interacts with light. But if you meant exactly the color rendition, then I think it would be more logical like this:
2022-10-01 23-09-31.mp4
Changed status from 'Archived' to: 'Resolved'
I'm sorry but isn't logical to reduce the alpha for get the result. the transmission ray have clearly a problem.... by default in real life you can't result the alpha of an object and the light pass in ... You have just get around the problem not fixies. and the light fog are already not colored when he pass in the glass material at the output logically is colored in red.... is like a philter... conclusion this task is definitively not closed and not resolved....
Added subscribers: @fclem, @Jeroen-Bakker
This comment was removed by @dodo-2
@fclem CCan you see that please also @Jeroen-Bakker
Changed status from 'Resolved' to: 'Needs Triage'
Hm. Really. I'm sorry, I thought you needed to work this out. In that case, according to the documentation:
Controls the transparency of the surface, with 1.0 fully opaque. Usually linked to the Alpha output of an Image Texture node.
It appears to be a technical type of transparency designed specifically for textures.
That is, it does not produce any physical reactions with light, but simply passes it through. You need to use shaders that implement exactly the transmission of light with interaction with it.
FOR EEEVEE ! For some reasons in the shader when you change the shadown mode opaque to none, the light pass throught the mesh but is not colored.... But here we want a shadow and the light pass throught the mesh and colored the mean light when he passe throught the "Mesh" with transmission . when the light are passed throught the mesh the mean light must be colored by the color of the transmission. But here not.
And in cycles nothing works the light not pass throught the mesh and stay not colored too.
Eevee does not support colored shadows. So this behavior is impossible to reproduce.
Added subscriber: @Stimes59
Is there any other reason for this report?
I correctly understood that:
The Transparency Behavior of the Principled BSDF node is not required to create any kind of physical reaction of the light to the surface in order to have a colored shadow.
To do this, you need to use special shaders.
It won't work for eevee, so just cycles and special translucency shaders.
So for now the report does not describe any bug...
Added subscriber: @brecht
Changed status from 'Needs Triage' to: 'Archived'
There is indeed no bug here, but rather known limitations of Eevee and Cycles.
Rendering colored volume caustics like this is not supported currently.