EEVEE next halo on motion blurred out of focus objects #126415
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Reference: blender/blender#126415
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System Information
Operating system: Windows-10-10.0.22631-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 555.85
Blender Version
Broken: version: 4.2.0, branch: blender-v4.2-release, commit date: 2024-07-16 06:20, hash:
a51f293548ad
Worked: 4.1
Short description of error
dark halo on fast moving object with motion blur and DOF
Exact steps for others to reproduce the error
With EEVEE:
Here is a file with steps 1-3 done for you: https://projects.blender.org/attachments/8bcfe097-f498-4983-9143-ba5e52959e7e
I am personally unable to reproduce this issue. Can you share a file that has this issue with us? Or more detailed steps on how to recreate this issue?
It only visible when DoF is also enabled. From my experiment, increasing motion blur steps reduce this artifact. Engine's limitation?
Thanks for the file and extra details. I can confirm the issue with the attached file, but this is might be expected/a limitation. Although the issue isn't present in 4.1. So I will confirm the issue and mark as high severtiy as it's a regression, but leave it to the developers to properly decide on it.
I say this might be expected because DOF and motion blur are post processing techniques and they seem to interect with each other in a way that creates a dark halo in this situation.
You can reduce the visibility of this issue by using higher quality settings. These are:
Render Properties -> Depth of field -> Jitter Camera
For the scene provided the issue can be mostly elimitated with Jittered camera DOF and 2+ motion blur steps.
eevee next motion blur dark haloto EEVEE next halo on motion blurred out of focus objectsSo turns out I inverted DoF and motion blur effect passes compared to EEVEE legacy. I must have had some reason for that but I forgot.
Any of the 2 order is incorrect anyway. The correct way would be to compute them in a single gather pass, but that would be too slow for EEVEE. So we have to go with the one that produce the less displeasing artifacts.
I was contemplating adding an option but that doesn't seems to be necessary as I cannot see a case where the current behavior is better. So I will revert back the order to the old one.
We should not backport this to 4.2 as it would change the look too much. However, if there is general consensus that the 4.1 behavior is the best we will consider a backport.