EEVEE and EEVEE legacy | Subsurface Weight in Principled BSDF has no transition from 0 to 1 #114435

Closed
opened 2023-11-03 06:14:34 +01:00 by Rodge · 3 comments

System Information
Operating system: Linux-6.5.9-arch2-1-x86_64-with-glibc2.38 64 Bits, X11 UI
Graphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.113.01

Blender Version
Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-11-02 14:55, hash: 0f5abc5a8bc0
Worked: (newest version of Blender that worked as expected)

Short description of error
Subsurface Weight in the Principled BSDF has no between or blending values in EEVEE. So A full SSS weight is capped at .001 or .0001 instead of 1. I've also tried it out in EEVEE Legacy and Blender version 4.0 with no luck. I went back as of Alpha versions from September 17th trying to find if it broke along the way. However Eevee and Eevee(legacy) has had this problem since Subsurface Weight was put in.

Anyway, issue also causes a problem if someone tries to use b/w masks to tell if a surface is skin or not. Specially if someone switches between Cycles and Eevee.

No problems with Cycles though. Blending and influence for Subsurface Weight works like intended.

Exact steps for others to reproduce the error

  1. Use factory startup or you can use my blend file; *4.+SSS_issue-EEVEEnext&legacy.blend
  2. Make sure you're in the Shading Workspace.
  3. In the 3D Viewport Editor set Rendering Mode to "Rendered"
  4. Inside the Shader Editor, make sure you expand the Subsurface panel inside the Principled BSDF node
  5. Set Scale Slider to 2m
  6. Set Weight to 1
  7. Check mesh inside the 3D Viewport Editor; Subsurface scattering is working.
  8. Adjust Weight to .001 in the Principled BSDF node in the Shader Editor.
  9. Check back to the 3D Viewport to see no difference to the Subsurface shading on the mesh.
  10. While in the Shader Editor, try plugging a Checker Texture node into the Subsurface Weight.
  11. Switch over to Cycles to see what it does with my steps.

*My blend file is based on a factory startup and without much added stuff other than lights and a Suzanne head

**System Information** Operating system: Linux-6.5.9-arch2-1-x86_64-with-glibc2.38 64 Bits, X11 UI Graphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.113.01 **Blender Version** Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-11-02 14:55, hash: `0f5abc5a8bc0` Worked: (newest version of Blender that worked as expected) **Short description of error** Subsurface Weight in the Principled BSDF has no between or blending values in EEVEE. So A full SSS weight is capped at .001 or .0001 instead of 1. I've also tried it out in EEVEE Legacy and Blender version 4.0 with no luck. I went back as of Alpha versions from September 17th trying to find if it broke along the way. However Eevee and Eevee(legacy) has had this problem since Subsurface Weight was put in. Anyway, issue also causes a problem if someone tries to use b/w masks to tell if a surface is skin or not. Specially if someone switches between Cycles and Eevee. No problems with Cycles though. Blending and influence for Subsurface Weight works like intended. **Exact steps for others to reproduce the error** 1. Use factory startup or you can use my blend file; *[4.+SSS_issue-EEVEEnext&legacy.blend](/attachments/b3899875-67c3-4dc5-a3e5-ec5598ec5145) 2. Make sure you're in the **Shading** Workspace. 3. In the **3D Viewport Editor** set Rendering Mode to "Rendered" 4. **Inside the Shader Editor**, make sure you expand the Subsurface panel inside the Principled BSDF node 5. Set Scale Slider to `2m` 6. Set Weight to `1` 7. Check mesh inside the **3D Viewport Editor**; Subsurface scattering is working. 8. Adjust Weight to .001 in the Principled BSDF node in the Shader Editor. 9. Check back to the 3D Viewport to see no difference to the Subsurface shading on the mesh. 10. While in the Shader Editor, try plugging a Checker Texture node into the Subsurface Weight. 11. Switch over to Cycles to see what it does with my steps. _*My blend file is based on a factory startup and without much added stuff other than lights and a Suzanne head_
Rodge added the
Type
Report
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Needs Triage
labels 2023-11-03 06:14:35 +01:00
Member

Hi, thanks for the report. I can confirm. It seems transition works in 3.6 when subsurface value is adjusted

Hi, thanks for the report. I can confirm. It seems transition works in 3.6 when `subsurface` value is adjusted
Pratik Borhade added
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EEVEE & Viewport
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Confirmed
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labels 2023-11-03 08:05:33 +01:00
Member

Guess behavior/control of subsurface scattering was changed with new panel structure?
I'll bisect

Guess behavior/control of subsurface scattering was changed with new panel structure? I'll bisect
Pratik Borhade added
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High
and removed
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Normal
labels 2023-11-03 08:10:00 +01:00
Member

Behavior changed in d7aee5a580
It seems now the scale/radius inputs are used to adjust the scattering distance
@LukasStockner , can you check?

Behavior changed in d7aee5a5803b32e180aa8361a427bf1236bab63a It seems now the `scale/radius` inputs are used to adjust the scattering distance @LukasStockner , can you check?
Pratik Borhade added this to the 4.0 milestone 2023-11-06 10:31:06 +01:00
Blender Bot added
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Resolved
and removed
Status
Confirmed
labels 2023-11-06 17:25:30 +01:00
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Reference: blender/blender#114435
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