EEVEE Next: Volume render does not count procedurally modified meshes properly #113963
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Reference: blender/blender#113963
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40
Blender Version
Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-10-19 22:55, hash:
a53dd6e93cfe
Worked: n/a
Volume rendering in EEVEE Next was introduced with
f79b86553a
Short description of error
Volume rendering in EEVEE Next does not count procedurally modified meshes properly. Volume only renders inside the original mesh's bounding box.
Test file: eevee_next_volume_test.blend
Same result when using modifiers like Displace.
Can confirm
@HooglyBoogly Basically the bounding box is wrong. Do you have any idea how to fix that?
Hm, it seems result bounding box of mesh is correct. I thought, this is due to incorrectly accessed from render, might be read from original mesh instead of eval/runtime.
Indeed, the bounding box is correct:
I can't reproduce the situation in the report either.
I guess this is an issue with texture space, and that procedurally changes not updating it.
The below is a demonstration with texture space display. If texture space is adjusted automatically (by editing original mesh) and manually (via mesh data panel), volume renders properly inside the bound.
This also causes an issue when rendering (hair) curves with volume shader, since curves, unlike other object types, always retain 1x1x1 (default?) texture space and do not adjust its texture space automatically with manual edits.
hair_curves_volume.blend
Oddly, volume renders correctly when it's rendered in orthographic view.
Fixed by the refactor that used the fragment shader to fill the volume properties.