BUG: Material Glossy BSDF Sky texture #120349

Closed
opened 2024-04-06 20:28:49 +02:00 by LodgyXopt · 6 comments

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 500 Intel 4.6.0 - Build 30.0.101.1660

Blender Version
Broken: version: 4.1.0, branch: blender-v4.1-release, commit date: 2024-03-25 20:42, hash: 40a5e739e270
Worked: (newest version of Blender that worked as expected)

Short description of error
the material has a black spot that it shouldn't have

Exact steps for others to reproduce the error

  • Open attached file
  • Switch to shader preview/rendering mode
**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: Intel(R) HD Graphics 500 Intel 4.6.0 - Build 30.0.101.1660 **Blender Version** Broken: version: 4.1.0, branch: blender-v4.1-release, commit date: 2024-03-25 20:42, hash: `40a5e739e270` Worked: (newest version of Blender that worked as expected) **Short description of error** the material has a black spot that it shouldn't have **Exact steps for others to reproduce the error** - Open attached file - Switch to shader preview/rendering mode
LodgyXopt added the
Priority
Normal
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Report
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Needs Triage
labels 2024-04-06 20:28:50 +02:00
LodgyXopt changed title from BUG: material Glossy BDSF Sky texture to BUG: Material Glossy BSDF Sky texture 2024-04-06 22:20:45 +02:00
Member

Thanks for the report. Can confirm.

Thanks for the report. Can confirm.
Author

in rendering mode:screen1.png

in rendering mode:![screen1.png](/attachments/bec46f18-a0a1-4adb-8150-c4aa4873714e)
Member

The issue isn't with the sky texture, it's with extremely bright values being input to the colour input of the glossy BSDF. When the color is too bright, and the roughness is greater than 0.0, then the glossy BSDF will render black.

This issue isn't exclusive to the Glossy BSDF. The Metal component of the Principled BSDF (which uses the same closure as the Glossy BSDF) also had this issue, but it was "fixed" as part of !112895 (The fix was to clamp the input color to avoid these unsupported high brightness values)

There's actually a few other nodes that are impacted in a similar way. I'll create a pull request for this soon.

The issue isn't with the sky texture, it's with extremely bright values being input to the colour input of the glossy BSDF. When the color is too bright, and the roughness is greater than 0.0, then the glossy BSDF will render black. This issue isn't exclusive to the Glossy BSDF. The Metal component of the Principled BSDF (which uses the same closure as the Glossy BSDF) also had this issue, but it was "fixed" as part of !112895 (The fix was to clamp the input color to avoid these unsupported high brightness values) There's actually a few other nodes that are impacted in a similar way. I'll create a pull request for this soon.
Member

The "fix" was to clamp the colour input on the Glossy BSDF. It has been decided that this is undesirable. So this issue will remain.

CC @LukasStockner I believe you're the right person to ask. How should we handle this report?

The "fix" was to clamp the colour input on the Glossy BSDF. It has been decided that this is undesirable. So this issue will remain. CC @LukasStockner I believe you're the right person to ask. How should we handle this report?

In EEVEE-Next this is caused by the gbuffer packing that doesn't expect such high values. The maximum representable value in the gbuffer is 2^3 = 8.

However this also appears on blended material too. So I can look up where that precision issue is first and clamp for the deferred case.

But is might also come from undefined behavior from such high base color. But if it was decided to not clamp inputs, then this can be closed.

In EEVEE-Next this is caused by the gbuffer packing that doesn't expect such high values. The maximum representable value in the gbuffer is `2^3 = 8`. However this also appears on blended material too. So I can look up where that precision issue is first and clamp for the deferred case. But is might also come from undefined behavior from such high base color. But if it was decided to not clamp inputs, then this can be closed.
Member

But is might also come from undefined behavior from such high base color. But if it was decided to not clamp inputs, then this can be closed.

In Cycles it comes from undefined bahaviour at high base colours with Multi-GGX on the Glossy BSDF. And it was decided not to clamp this input. So I will be closing this issue. Please correct me if I'm wrong and reopen it.

> But is might also come from undefined behavior from such high base color. But if it was decided to not clamp inputs, then this can be closed. In Cycles it comes from undefined bahaviour at high base colours with Multi-GGX on the Glossy BSDF. And it was decided not to clamp this input. So I will be closing this issue. Please correct me if I'm wrong and reopen it.
Blender Bot added
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labels 2024-05-03 07:12:10 +02:00
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Reference: blender/blender#120349
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