4.1 Regression: Cycles: Area lamp artifacts #120119
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Reference: blender/blender#120119
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System Information
Operating system: Linux-6.1.77-2-MANJARO-x86_64-with-glibc2.39 64 Bits, X11 UI
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 545.29.06
Blender Version
Broken: version: 4.2.0 Alpha, branch: main, commit date: 2024-03-29 00:22, hash:
af7a34dee7d4
Worked: 4.0
Short description of error
It just happens in Cycles
Using area lamps, whether square or disck, produces a reflection with an edge on the object
Things that eliminate it:
Lamp
-use a size smaller than .47 or greater than 1.51 m
Material
-disconect or reduce the strenght of the normal map
- reduce the emission less than .5 or remove it
-change emission sampling to none
Cycles
-uncheck light tree.
Exact steps for others to reproduce the error
I couldn't reproduce it in a fresh new file with other objets, it only happens to this object whether I copy it or append it to a new file.
Thank you
I can confirm this issue.
It occurs because the forward and NEE parts of the light rendering deviate from each other. Here's images showing the issue:
The fact they're different brightnesses, and have patches on them, is expected. The issue is that the patches aren't the same shape, and the artifacts occur wherever the patches don't align.
I'll run a quick bisect to see which commit triggered this issue.
Marking as high as this is a regression in 4.1
Cycles: Area lamp artifactsto 4.1 Regression: Cycles: Area lamp artifactsBisecting points to
36e603c430
being the culprit commit. Specifically this change inintern/cycles/kernel/integrator/shade_surface.h
:Reverting that change fixes the issue. This code change also explains why this issue is only present when using a normal map.
CC @Sergey can you take a look into this? I'm not sure why you made the change to
sc->N
and I'm not sure if reverting back tosd->N
has a negative impact on the feature you implemented with that commit.@Alaska Unfortunately, I do not quickly recall details, so would need to dig into the code again to get exact details. The vague idea i recall is that we wanted to make it so if an artist plugs normal to a shader it is used as-is.
On a quick note I can only confirm that reverting back to
sd->N
does indeed have an affect on the feature. I've attached a simplified .blend file which uses this functionality. If the code is rolled back tosd->N
and you render the file, you will see "fireflies" in the shadow areas of the rock.