Regression: Cycles fresnel emission in Principled BSDF produces triangle artifacts #119813
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Reference: blender/blender#119813
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System Information
Operating system: Linux
Graphics card: NVIDIA RTX 3060Ti
Blender Version
Broken: 4.0.2 and 4.1.0 Release Candidate (v41.b9ef66693adf)
Worked: 3.6.2
Short description of error
When using a Fresnel node's output as an emission strength with any BSDF node, cycles renders may produce strange triangle artifacts.
I noticed this issue when working in a scene with dim lighting where I was using a Fresnel node as input to the emission strength of a Principled BSDF to make an object glow from its outer edges. This material was working fine in 3.6.2, but 4.0.2 introduced odd triangle rendering artifacts. I also confirmed this issue is still present in the current 4.1.0 Release Candidate. After some trial and error, I identified the cause of the weird fresnel triangles and created a minimal blend file with the following steps.
Exact steps for others to reproduce the error
Standard
with LookVery High Contrast
. (optional but might help you see the effect depending on your display)0.2
.0
. This should result in a flat plane that just has some vertices jittered in the X and Y directions.FFFFFF
).Fac
output to the Principled BSDF'sEmission Strength
input.This problem isn't limited to just the Principled BSDF. I also tried feeding the Fresnel into a simple Emission shader and using an Add Shader node to combine that with another BSDF, and the same buggy triangles appeared.
If I connect the Fresnel directly to the Material Output node without a BSDF node between them, the material looks smooth and normal as I would expect. So, the problem appears to be in combining the fresnel with other material properties somehow.
Attached files are:
fresnel-shader-issue.principled-bsdf.blend
- minimal demonstration file created using the steps I described abovefresnel-shader-issue.add-shader-node.blend
- basically the same, but trying to use the Add Shader node (which didn't help)3.6.2-blender.png
- Blender 3.6.2 viewport in Cycles rendered mode. Looks good! ✅3.6.2-principled-bsdf-render.png
- rendered output from Blender 3.6.2 using Cycles. Looks good! ✅4.0.2-blender.png
- Blender 4.0.2 viewport in Cycles rendered mode. Looks bad. ❌4.0.2-principled-bsdf-render.png
- rendered output from Blender 4.0.2 using Cycles. Looks bad. ❌4.0.2-add-shader-node.png
- Blender 4.0.2 viewport in Cycles rendered mode, trying the Add Shader instead of one Principled BSDF node. Still looks bad. ❌original-real-world-example.png
- 4.0.2 render from original real-world project where I discovered this issue. Boosted levels and sketched on (purple) after noticing glitches in the render. In this case, the mesh with the offending fresnel artifacts is also perfectly flat (on the ZY plane) but is made up of irregular triangles and quads, which is what I found to be the key issue in the reproduction steps above.I can confirm this issue in 4.1, but it's no longer present in Blender 4.2.
I assume this was fixed with
8cbc386152
which is only avaliable in Blender 4.2. @weizhen or @brecht , Do you want to add it to the list of changes to be back ported to 4.1.1 (See #119631)? Or just leave it as a fix for 4.2?Thank you for checking and confirming so quickly! I did not realize this was already fixed in 4.2, but yes a backport to 4.1 would certainly be appreciated.
I just downloaded the latest 4.2 Alpha build, and I confirmed that this issue appears to be fixed for both my minimal reproduction file and the original blend file where I first noticed it. For now, I'll try using these 4.2 Alpha builds when I need this kind of emission in my renders.
Kernel changes are risky one day before the release, so I'm postponing this to 4.1.1 and 4.2.
This can actually be closed even though it's not going to be fixed in 4.1.0, since it's already in 4.2 and on the backports list now.