AgX on the GPU displays incorrect Object texture coordinates #113220
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Reference: blender/blender#113220
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24
Blender Version
Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-10-02 08:29, hash:
7f7e1ab08842
Short description of error
AgX on the GPU differs from the CPU implementation for Object coordinates. This seems to only impact the visual, not the actual coordinates, but is fairly extreme.
Exact steps for others to reproduce the error
Addendum: An odd thing happens with Final renders. When trying F12 render in the attached file you'll get both outputs. The "Noisy Image" will be skewed, but the "Combined" image will be ok.
[1]
[2]
I think this is mostly due to it's using LUTs to display data channels... But it should not differ on CPU and GPU. Could you check if you could click on rendered image and see if the same position has the same rgb values?
For final renders, where I can view the rgb values, the result is the same for CPU and GPU there; but as noted in the description things are still skewed for "Noisy Image" but seem ok for the "Combined" image.
I can confirm.
cc @Eary @nathanvegdahl
This is not a bug. First of all texture coordinate is not color, they are Generic Data, A.K.A Non-Color data. They have blue sockets, meaning they are vectors not colors. They are, as their name suggests, coordinate data to map a texture onto an object.
What happens if you send unbounded vectors to AgX? It thought they are wider gamut values! What else would AgX think they are?
EEVEE clips negative values all the time. Cycles CPU viewport has always clipped wider gamut values (this holds true even in Spectral branch), but end render after finished will display unclipped result. The denoiser will clip wider gamut values, it has always been the case, even in Spectral Cycles branch.
Here is what the denoiser has done to the above data:
So this is expected behavior of AgX treating negative values as wider gamut. And you just start noticing negative values getting clipped by different places of Blender, which we need to eventually deal with after Spectral Cycles becomes ready.
Not a bug here.
Why the difference between Cycles CPU viewport and Cycles GPU viewport?
All in all this is good information to put in the Documentation - about the clamping and the negative values and the denoisers etc. You can even use the texture coordinate as a visual example to demonstrate. A half dozen people occupied their time on this issue the other day before I filed it on their behalf. It would be good to just have something written down that would describe the behavior they're seeing.