EEVEE: Shadow terminator artifacts with custom normals #123595
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Reference: blender/blender#123595
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System Information
Operating system: Linux-6.5.0-35-generic-x86_64-with-glibc2.35 64 Bits, X11 UI
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 470.239.06
Blender Version
Broken: version: 4.2.0 Beta, branch: blender-v4.2-release, commit date: 2024-06-20 20:10, hash:
b89c7635d2ef
Worked: Eevee Legacy and Cycles
Short description of error
In Eevee Next, the Normal Edit modifier adds a noise pattern to the object which doesn't appear in Legacy or Cycles.
Playing with different shadow settings will change the noise pattern or size, but it'll never be fully gone.
In images below, the floor has a Normal Edit Modifier:
This can lead to specific problems.
For example, material nodes that should behave like a Shadow Catcher, with the ability to remove specific shadows with the Normal Edit modifier. In Next, the noise is as dark as the desired shadows, so removing one will remove the other.
A workaround is the following node setup at the end of the node tree, with Transparent Shadows enabled. Though not sure if this works in all cases.
Exact steps for others to reproduce the error
Open attached file and render viewport in Legacy, Cycles and Next to see the noise only in Next.
This is the shadow terminator problem. The shading normal doesn't match the geometric normal. You can acheive the same artifacts if you set the shading of the cube to smooth.
Cycles has a way to prevent this but EEVEE-Next doesn't. We are looking into adding some settings to fix this.
EEVEE Next - Normal Edit Modifier adds specific noiseto EEVEE: Shadow terminator artifacts with custom normalsThis happens to me with my low poly character model. I change every setting in the render, material and light tab without any differences, and the solution here did work, is the same issue? (I used the release candidate from today date).
My problem is that this solution cut all the shadows of the object.