EEVEE Next Shadow buffer full & double rendertime #121764
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Reference: blender/blender#121764
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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).
I have seen this message as well.
To fully proceed with this report, mind sharing the .blend file where this happens?
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)
Is dues to having a lot of lights with shadows in your scene. You can either:
Render Settings > Performance > Memory > Shadow Pool
.Render time should have been fixed by
f968c99850
. I only experience a half second difference after shader compilation.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.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 forBlended
materials.I leave the task open for the last two point, as they require some changes in the versioning code.
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.
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.