Objects become hidden when navigating the viewport #112532

Open
opened 2023-09-18 17:04:49 +02:00 by pooya-heydari · 9 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23

Blender Version
Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-09-10 22:17, hash: fca8df9415b1
Worked: (newest version of Blender that worked as expected)

Short description of error
when I move inside the viewport, some objects become hidden.

**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23 **Blender Version** Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-09-10 22:17, hash: `fca8df9415b1` Worked: (newest version of Blender that worked as expected) **Short description of error** when I move inside the viewport, some objects become hidden. <video src="/attachments/124ee3a4-adc5-4c91-b2ef-c939f55c4b4f" controls></video>
pooya-heydari added the
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labels 2023-09-18 17:04:50 +02:00

Can you attach the problematic .blend file? I'm not able to reproduce the problem using a few objects here.

Can you attach the problematic .blend file? I'm not able to reproduce the problem using a few objects here.
Jesse Yurkovich added
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Needs Information from User
and removed
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Needs Triage
labels 2023-09-18 21:11:52 +02:00
Author

Can you attach the problematic .blend file? I'm not able to reproduce the problem using a few objects here.

Sure.

> Can you attach the problematic .blend file? I'm not able to reproduce the problem using a few objects here. Sure.

This is due to the Viewport "Clip End" distance being set way too large, causing loss of precision in the depth buffer. Change it to something more reasonable like 10000 rather than 800000.

This is due to the Viewport "Clip End" distance being set way too large, causing loss of precision in the depth buffer. Change it to something more reasonable like 10000 rather than 800000.
Author

This is due to the Viewport "Clip End" distance being set way too large, causing loss of precision in the depth buffer. Change it to something more reasonable like 10000 rather than 800000.

but in Blender 3.6 it works fine with 800000 for "Clip End".

> This is due to the Viewport "Clip End" distance being set way too large, causing loss of precision in the depth buffer. Change it to something more reasonable like 10000 rather than 800000. but in Blender 3.6 it works fine with 800000 for "Clip End".

It is still the case that it is too large and there's explicit material in the manual for setting an appropriate clip distance. 800 km is a bit too much considering the Clip start is set to just 0.01 m. https://docs.blender.org/manual/en/dev/editors/3dview/sidebar.html#view-panel

Still, @pragma37 might know if the Workbench engine in 4.0 is somehow more susceptible to precision issues now.

It is still the case that it is too large and there's explicit material in the manual for setting an appropriate clip distance. 800 km is a bit too much considering the Clip start is set to just 0.01 m. https://docs.blender.org/manual/en/dev/editors/3dview/sidebar.html#view-panel Still, @pragma37 might know if the Workbench engine in 4.0 is somehow more susceptible to precision issues now.
Author

@deadpin thank you .

@deadpin thank you .
Member

While setting such a wide clip range is indeed asking for troubles and should be avoided, this doesn't look like a depth buffer precision issue to me.
The same problem is in EEVEE Next as well, so if I had to guess I'd say this is probably a frustum culling bug in the new draw manager.

While setting such a wide clip range is indeed asking for troubles and should be avoided, this doesn't look like a depth buffer precision issue to me. The same problem is in EEVEE Next as well, so if I had to guess I'd say this is probably a frustum culling bug in the new draw manager.
Miguel Pozo added
Status
Confirmed
Type
Bug
and removed
Status
Needs Information from User
Type
Report
labels 2023-09-19 15:25:26 +02:00
Member

I took a look at this and the issue is that View::frustum_boundbox_calc, View::frustum_culling_planes_calc and View::frustum_culling_sphere_calc generate NaNs with such extreme projection matrices.

However, they're supposed to be more precise for the common cases than the previous implementation.
So given that using such a wide clipping range is going to cause other types of troubles anyway, I'm not sure if it's worth trying to fix this.

I guess it's a decision that should be taken by @fclem.

I took a look at this and the issue is that `View::frustum_boundbox_calc`, `View::frustum_culling_planes_calc` and `View::frustum_culling_sphere_calc` generate NaNs with such extreme projection matrices. However, they're supposed to be more precise for the common cases than the previous implementation. So given that using such a wide clipping range is going to cause other types of troubles anyway, I'm not sure if it's worth trying to fix this. I guess it's a decision that should be taken by @fclem.
Iliya Katushenock added the
Module
EEVEE & Viewport
label 2023-09-19 18:22:18 +02:00

@pragma37 I think there should be a way to disable the checks if this happens or fallback to something more conservative. I don't think flickering / hiding meshes are acceptable.

@pragma37 I think there should be a way to disable the checks if this happens or fallback to something more conservative. I don't think flickering / hiding meshes are acceptable.
Germano Cavalcante changed title from viewport problem to Objects become hidden when navigating the viewport 2023-10-27 16:31:04 +02:00
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Reference: blender/blender#112532
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