Shadow breaks with linked duplicate #128085

Closed
opened 2024-09-24 18:12:54 +02:00 by PATRICK-STOUT · 7 comments

System Information
Operating system:windows11
Graphics card:RTX 3090

Blender Version
Broken: Blender 4.2 EEVEE raytrace and no raytrace
Worked: 4.1 and older

Short description of error

Exact steps for others to reproduce the error
Imported mesh with linked duplicate mirrored has broken shadow (pic2) Problem does not occur with standard duplicate. Zooming in viewport or animation reveals this problem. The blend file included has the linked duplicate mirrored on the X plane.

**System Information** Operating system:windows11 Graphics card:RTX 3090 **Blender Version** Broken: Blender 4.2 EEVEE raytrace and no raytrace Worked: 4.1 and older **Short description of error** **Exact steps for others to reproduce the error** Imported mesh with linked duplicate mirrored has broken shadow (pic2) Problem does not occur with standard duplicate. Zooming in viewport or animation reveals this problem. The blend file included has the linked duplicate mirrored on the X plane.
PATRICK-STOUT added the
Severity
Normal
Status
Needs Triage
Type
Bug
labels 2024-09-24 18:12:54 +02:00

Can not reproduce this issue, nor I see any duplicate. @PratikPB2123 Can you check?

Can not reproduce this issue, nor I see any duplicate. @PratikPB2123 Can you check?
Member

I am able to actually reproduce this in 4.2 and 4.3, but if I zoom in/out a few times past the position where the artifact is visible, then it's no longer there even when I return to the same position again 🤔

I can sort of reliably reproduce the shadow artifact, here's what I did: (4.2 and 4.3)

I moved the already duplicated door on the right side towards top left outside the viewport region, and this shadow artifact suddenly appeared:

图片

When I zoomed out to about here, it seems to be ok

图片

Then when I zoomed in again, it won't show up. Even if you move the door again.

I am able to actually reproduce this in 4.2 and 4.3, but if I zoom in/out a few times past the position where the artifact is visible, then it's no longer there even when I return to the same position again 🤔 I can sort of reliably reproduce the shadow artifact, here's what I did: (4.2 and 4.3) I moved the already duplicated door on the right side towards top left outside the viewport region, and this shadow artifact suddenly appeared: <img width="258" alt="图片" src="attachments/ce6648e6-7835-4b3b-948f-d3fe026a2712"> When I zoomed out to about here, it seems to be ok <img width="152" alt="图片" src="attachments/8def2718-592d-4759-963f-476ea17a6712"> Then when I zoomed in again, it won't show up. Even if you move the door again.
YimingWu added
Module
Viewport & EEVEE
Status
Confirmed
and removed
Status
Needs Triage
labels 2024-09-25 05:07:26 +02:00
Member

Edit: Sorry, I was writing this message while Yiming was writing theres.

I can confirm the issue here in 4.2 and 4.3, but either had to adjust the position of the camera or the shadow pool size to reproduce the issue

System Information
Operating system: Windows-10-10.0.22631-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 560.94
Blender version: 4.2.2 LTS, branch: blender-v4.2-release, commit date: 2024-09-23 12:18, hash: c03d7d98a413
Blender version: 4.3.0 Alpha, branch: main (modified), commit date: 2024-09-23 21:29, hash: ccb186592537

Edit: Sorry, I was writing this message while Yiming was writing theres. I can confirm the issue here in 4.2 and 4.3, but either had to adjust the position of the camera or the shadow pool size to reproduce the issue **System Information** Operating system: Windows-10-10.0.22631-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 560.94 Blender version: 4.2.2 LTS, branch: blender-v4.2-release, commit date: 2024-09-23 12:18, hash: `c03d7d98a413` Blender version: 4.3.0 Alpha, branch: main (modified), commit date: 2024-09-23 21:29, hash: `ccb186592537`
Member

Confirmed as well in 4.2/4.3. Can we raise the priority if legacy EEVEE is working?
Unfortunately, adjusting shadow pool makes no difference
Sorry @iss , wasn't home to verify the report yesterday 😅

Confirmed as well in 4.2/4.3. Can we raise the priority if legacy EEVEE is working? Unfortunately, adjusting shadow pool makes no difference Sorry @iss , wasn't home to verify the report yesterday 😅
Member

I think we can raise priority yes.

I think we can raise priority yes.
YimingWu added
Severity
High
and removed
Severity
Normal
labels 2024-09-26 07:53:26 +02:00
Member

Here's a simplified repro file:
https://projects.blender.org/attachments/dd18668e-65c5-45a4-a1a8-c4d1a43bb7c2
(If it doesn't repo move one of the cubes)

The issue seems to be caused by having objects with the same mesh data but different scale signs (ie. (1,1,1) and (-1,1,1)).
The objects will randomly render in one clipmap but not the other, but I can't figure out the cause.
My only guess is multiview and front/back groups somehow messing with each other when generating the draw commands.

Here's a simplified repro file: https://projects.blender.org/attachments/dd18668e-65c5-45a4-a1a8-c4d1a43bb7c2 (If it doesn't repo move one of the cubes) The issue seems to be caused by having objects with the same mesh data but different scale signs (ie. (1,1,1) and (-1,1,1)). The objects will randomly render in one clipmap but not the other, but I can't figure out the cause. My only guess is multiview and front/back groups somehow messing with each other when generating the draw commands.
Miguel Pozo self-assigned this 2024-09-26 15:46:34 +02:00
Miguel Pozo removed their assignment 2024-09-26 19:09:06 +02:00
Clément Foucault self-assigned this 2024-10-07 13:57:20 +02:00
Member

My only guess is multiview and front/back groups somehow messing with each other when generating the draw commands.

I did a test for generating separate DrawGroups for regular/inverted objects and that indeed seems to solve the issue:
008430545c

However, I still don't see the issue with the current code. And it's unlikely to be a driver issue since I can repro on Nvidia and AMD.
@fclem Any idea?

Edit: Ah, just saw you assigned this issue to yourself. I should have refreshed the page. 🤦‍♂️

> My only guess is multiview and front/back groups somehow messing with each other when generating the draw commands. I did a test for generating separate `DrawGroup`s for regular/inverted objects and that indeed seems to solve the issue: https://projects.blender.org/pragma37/blender/commit/008430545c1cd9e3879f8df3bd8dcb9e094e2eec However, I still don't see the issue with the current code. And it's unlikely to be a driver issue since I can repro on Nvidia and AMD. @fclem Any idea? Edit: Ah, just saw you assigned this issue to yourself. I should have refreshed the page. 🤦‍♂️
Blender Bot added
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Resolved
and removed
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labels 2024-10-11 18:10:17 +02:00
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Reference: blender/blender#128085
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