Baking Indirect Lighting is broken #105555
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Reference: blender/blender#105555
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System Information
Operating system: Windows 11
Graphics card: Nvidia 1660S
Blender Version
Broken: 3.2 and newer
Worked: 3.1.2
Caused by
c722993ef1
Short description of error
Baking indirect lighting is currently broken and seems to simply ignore any light sources in the scene.
Exact steps for others to reproduce the error
I tested previous versions and the result is the same.
I'm not sure that should be the expected result. Need information from developers.
Sorry for my mistake, I've updated the latest working Blender version. It's broken since Blender 3.2.0
This is the expected result (from Blender 3.1.2):
The issue is only happening when only baking the indirect lighting contribution. Direct + indirect contribution still works as expected.
I can confirm the different result in 3.1.2 (which seems to be the correct one).
Caused by
c722993ef1
@brecht :
looks like that commit made it so the Contributions checkboxes will only be taken into account for thePASS_COMBINED
(and it it is still the case now inbake_setup_pass
)?If that is intended behavior (dont think so?), then we should at least make them greyed out for otherBake Types
?Seems I checked a wrong revision here, will check again...
Same error happens to me
The expect result (Blender version:3.1.2):
Should be able to bake indirect diffuse and direct diffuse separately.
But thing goes wrong in Blender 3.4:
It is fine when baking direct diffuse.
But when baking indirect diffuse, it return an almost black image
When bakcing dirct AND indirect diffuse, it seem's fine again
I linked my test blend file below
here's the blend file
Hm, I think the behavior was also wrong before
c722993ef1
if you used theCombined
Bake Type
. If you hadDirect
disabled andIndirect
enabled, you would also not get indirect at all...@brecht : dont really know the internals well, but could it be that for light contributions, we always need to have
integrator->set_use_direct_light(true)
?Otherwise
SD_BSDF_HAS_EVAL
gets cleared ,integrate_surface_direct_light
does nothing (so misses a whole lot of stuff that might actually be needed in the followingintegrate_surface_bsdf_bssrdf_bounce
).Not sure though, just guessing...
Since this has been reported again (and was considered High priority there, see #108916), will raise priority here as well.
Disabling
SD_BSDF_HAS_EVAL
is a trick to skip direct light evaluation, but of course indirect bounce light also originates as direct light (before it bounces). Therefore, in the attached scene, what happens is:Just globally enabling
use_direct_light
would work, but would lead to wasted computation (since we'd no longer skip the direct light on the baking location either). Instead, I think we should only disableSD_BSDF_HAS_EVAL
at the initial location. I'll give it a try.Also, yeah, same problem applied to the indirect filter for Combined baking even before the commit in question, that one only extended the problem to the Diffuse/Glossy/Transmission filters.