Eevee Next Raytrace/GI Overpowers Reflective and Refractive Shaders #124643

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opened 2024-07-13 06:19:14 +02:00 by Chris J. Randolph (Fidel Destro) · 2 comments

Operating system: Windows 10
Graphics card: AMD RX 580

Broken: 4.2 Release Candidate (12 Jul 2024, 20:44) and all previous versions tested
Worked: --

When using reflective and refractive shaders in Eevee, the raytraced/GI lighting causes them to quickly become strongly diffuse. Once Roughness reaches around 0.2, all traces of the reflection or refraction effect are more or less overwritten. This goes for image based lighting as well as screen traced objects, and as a result, either disabling Raytracing or using the Blended rendering gives much more convincing renders at higher roughness, and more closely resemble Cycles.

Exact steps for others to reproduce the error
Switch to Eevee, enable Raytracing, and add a material with a Principled BSDF to the default cube with Metallic set to 1.0. Move Roughness up and down.

In the attached clip, the materials are the same, aside from their Render Method. You can hit play to let them cycle. The sphere on the left is Blended (so, excluded from Raytracing), while the right is Dithered. By about 0.2 Roughness, the one on the right is no longer visibly metallic.

Operating system: Windows 10 Graphics card: AMD RX 580 Broken: 4.2 Release Candidate (12 Jul 2024, 20:44) and all previous versions tested Worked: -- When using reflective and refractive shaders in Eevee, the raytraced/GI lighting causes them to quickly become strongly diffuse. Once Roughness reaches around 0.2, all traces of the reflection or refraction effect are more or less overwritten. This goes for image based lighting as well as screen traced objects, and as a result, either disabling Raytracing or using the Blended rendering gives much more convincing renders at higher roughness, and more closely resemble Cycles. **Exact steps for others to reproduce the error** Switch to Eevee, enable Raytracing, and add a material with a Principled BSDF to the default cube with Metallic set to 1.0. Move Roughness up and down. In the attached clip, the materials are the same, aside from their Render Method. You can hit play to let them cycle. The sphere on the left is Blended (so, excluded from Raytracing), while the right is Dithered. By about 0.2 Roughness, the one on the right is no longer visibly metallic.

From your blend file, you have set Raytracing Max Roughness at 0. Those metal are considered diffuse. See #123356 (comment)

From your blend file, you have set Raytracing Max Roughness at 0. Those metal are considered diffuse. See https://projects.blender.org/blender/blender/issues/123356#issuecomment-1218609
Member

Since this is a duplicate of #123356, I will close this report.

Please subscribe to #123356 for futher updates.

Since this is a duplicate of #123356, I will close this report. Please subscribe to #123356 for futher updates.
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labels 2024-07-13 07:12:43 +02:00
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