Regression: Black block appears when using some parameters of the Multifractal Noise Texture #119797
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Reference: blender/blender#119797
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Blender Version
Broken: version: 4.1.0 Release Candidate, branch: blender-v4.1-release, commit date: 2024-03-18 20:43, hash:
51cdf665abd2
Worked: 4.0
Short description of error
When playing around with the Multifractal Noisetexture and using the Scale,
Detail and Lacunarity sliders some weird black block appears
Exact steps for others to reproduce the error
Black block appears when using some parameters of the Multifractal Noise Textureto Regression: Black block appears when using some parameters of the Multifractal Noise TextureI can not render this with OSL option enabled. Without OSL i can't confirm issue in 4.1 and 4.2.
I can confirm.
The issue was introduced in 4.1 between
ca9c6372c94c
(Sep 28) and09caf5969010
(Nov 28)This was very likely caused by:
0b11c591ec
I did some digging into the issue.
The issue comes from the simplex/perlin noise implementations used, and how they differ between OSL and SVM.
In Cycles OSL rendering, I believe the simplex/perlin noise function offered by OSL is used. While if SVM is in use, then Cycles perlin noise function is used. They seem to produce the same result, until the sampled co-oridinate gets very large, then they start to differ. What's causing the co-ordinate to get very large? Two things:
Inside the OSL script for the noise node you start off with:
p *= Scale;
. So if the scale is large, you should have issues.Then once it gets to processing the multi-fractual noise you enter
node_noise.h
and do this:As you can see, there is a for loop based on the detail input. And this constantly multiplies the co-ordinate by lacunarity, so if lacunarity is greater than 1, then the co-ordinate will grow, and if detail is high, the loop runs many times.
In our scene, let's take a co-ordinate of 1 as an example. By the time we're running the last simplex/perlin noise funciton in
noise_multi_fractal
, our co-ordinate is:1 * 10 * (11.7 ^ 8) = 3,511,453,275.80
.So it's highly likely the issue we're seeing in OSL is something precision related in the noise function that Cycles own noise implementation handles better.
There's a bunch of things that could be done to try and reduce these issues, or make SVM/OSL match. For example clamping values, modifying OSL source code (preferably as a pull request up stream) to match Cycles SVM, adjust Cycles SVM to match OSL with all it's issues, Use Cycles own simplex/perlin noise function instead of OSLs, and other options. I'll leave the decision on what to do, and the code changes, to the Cycles developers.
I don't think this is critical for 4.1.0, so postponing to 4.2 and potentially 4.1.1.
@Hoshinova, can you look into this?
Note that in general, high detail values are slow to compute and indeed can run into these kinds of precision issues. Usually 9.0 is much higher than necessary.
Not sure how you came to that conclusion. The issue is also present in the Mugrave Texture in 4.0.2 and prior when using the same inputs on my PC.
Not really, both start to have precision related issue when one of the coordinates gets greater than about 250000. Cycles own noise implementation just hides it better by outputting 0.0 instead of a garbage value.
Brecht Van Lommel referenced this issue2024-03-29 16:13:06 +01:00