EEVEE Next Shadow buffer full & double rendertime #121764

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opened 2024-05-14 00:57:30 +02:00 by Jorge Luis Fernandez · 5 comments

System Information
Operating system: Windows 10 64 bit
Graphics card: RTX3060 Mobile 6GB

Blender Version
Broken: blender 4.2.0-alpha main.4a1597e39 adb-windows.amd64-release
Worked: 4.1.0

Complex scene, lots of shaders, textures, lights and volume.
Works perfect in EEVEE (now legacy) until 4.1.0

1- In 4.2.0 viewport when change to EEVEE (next) claims "Shadow buffer full, may result in missing shadows and lower performance XXXX/2048"
(Note: XXXX means that value not always is the same).
System don't crash but the message stills appearing on viewport.

2- Render time increased by 3-5 times.

3- Volumes looks more dense.

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

**System Information** Operating system: Windows 10 64 bit Graphics card: RTX3060 Mobile 6GB **Blender Version** Broken: blender 4.2.0-alpha main.4a1597e39 adb-windows.amd64-release Worked: 4.1.0 Complex scene, lots of shaders, textures, lights and volume. Works perfect in EEVEE (now legacy) until 4.1.0 1- In 4.2.0 viewport when change to EEVEE (next) claims "Shadow buffer full, may result in missing shadows and lower performance XXXX/2048" (Note: XXXX means that value not always is the same). System don't crash but the message stills appearing on viewport. 2- Render time increased by 3-5 times. 3- Volumes looks more dense. **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible).
Jorge Luis Fernandez added the
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labels 2024-05-14 00:57:30 +02:00
Member

I have seen this message as well.

To fully proceed with this report, mind sharing the .blend file where this happens?

I have seen this message as well. To fully proceed with this report, mind sharing the .blend file where this happens?
Philipp Oeser added
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Needs Information from User
and removed
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Needs Triage
labels 2024-05-14 13:30:46 +02:00

File attached. I replaced the car (i can't share it due to a licensing issue) but "Shadow buffer full" problem persists.
Difference in rendering times is smaller than previous file but it is still double.

I also notice some strange reflections on the rear glass of the car that do not happen in EEVEE legacy (see attached images)

File attached. I replaced the car (i can't share it due to a licensing issue) but "Shadow buffer full" problem persists. Difference in rendering times is smaller than previous file but it is still double. I also notice some strange reflections on the rear glass of the car that do not happen in EEVEE legacy (see attached images)
Clément Foucault added the
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Viewport & EEVEE
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EEVEE
labels 2024-05-24 08:37:59 +02:00
  1. Is dues to having a lot of lights with shadows in your scene. You can either:

    • increase the shadow pool size in Render Settings > Performance > Memory > Shadow Pool.
    • decrease the resolution per light.
    • turn some shadows off.
  2. Render time should have been fixed by f968c99850. I only experience a half second difference after shader compilation.

  3. Is caused by world lighting now affecting volumes. This can be turned off by setting Render Settings > Clamping > Volume > Indirect Light to a very small non-null value. Maybe we should do that automatically in older scene inside the versioning code.

  4. The strange car reflection is actually a refraction and is caused by Blended render method on the material which doesn't support refraction raytracing anymore, thus using the sphere probe for refraction. Maybe we should introduce a parameter to convert refraction to transparency for Blended materials.

I leave the task open for the last two point, as they require some changes in the versioning code.

1. Is dues to having a lot of lights with shadows in your scene. You can either: - increase the shadow pool size in `Render Settings > Performance > Memory > Shadow Pool`. - decrease the resolution per light. - turn some shadows off. 2. Render time should have been fixed by f968c998501726f19b51b3b006e21bd33c6a2aec. I only experience a half second difference after shader compilation. 3. Is caused by world lighting now affecting volumes. This can be turned off by setting `Render Settings > Clamping > Volume > Indirect Light` to a very small non-null value. Maybe we should do that automatically in older scene inside the versioning code. 4. The strange car reflection is actually a refraction and is caused by `Blended` render method on the material which doesn't support refraction raytracing anymore, thus using the sphere probe for refraction. Maybe we should introduce a parameter to convert refraction to transparency for `Blended` materials. I leave the task open for the last two point, as they require some changes in the versioning code.
Clément Foucault added
Status
Confirmed
and removed
Status
Needs Information from User
labels 2024-05-27 12:20:39 +02:00

Thanks, I'll try it and leave a feedback here.
It would be good if, given these changes, Blender offered some type of documentation or guide for migrating projects and configuring new ones.

Thanks, I'll try it and leave a feedback here. It would be good if, given these changes, Blender offered some type of documentation or guide for migrating projects and configuring new ones.
Iliya Katushenock added
Module
Viewport & EEVEE
and removed
Interest
Viewport & EEVEE
labels 2024-05-27 19:25:57 +02:00

The task #122979 has been created to track the 4. point.
The 3. point was addressed already.

So I will close the report for now and tag as known issue.

The task #122979 has been created to track the `4.` point. The `3.` point was addressed already. So I will close the report for now and tag as known issue.
Clément Foucault added
Type
Known Issue
and removed
Type
Report
labels 2024-07-01 10:51:09 +02:00
Blender Bot added
Status
Archived
Type
Report
and removed
Status
Confirmed
Type
Known Issue
labels 2024-07-01 10:52:18 +02:00
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Reference: blender/blender#121764
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