Indirect light from toon glossy shader acts like indirect diffuse light #48514

Closed
opened 2016-05-25 13:17:03 +02:00 by Frederik Steinmetz · 9 comments

System Information
Operating system and graphics card

Blender Version
Broken: 2.77a

Short description of error
If you render an object with toon shader, component glossy, it illuminates the objects around it without reflection caustics enabled.
If you set the diffuse bounces to 0, the indirect illumination disappears.
This points to the light reflected from the toon shader to be diffuse, regardless of the comonent.

Exact steps for others to reproduce the error
Place an object with a toon shader set to glossy on a ground plane. Toggle reflection caustics and diffuse bounces 0 / 4. Look at the indirect light coming from the object.

**System Information** Operating system and graphics card **Blender Version** Broken: 2.77a **Short description of error** If you render an object with toon shader, component glossy, it illuminates the objects around it without reflection caustics enabled. If you set the diffuse bounces to 0, the indirect illumination disappears. This points to the light reflected from the toon shader to be diffuse, regardless of the comonent. **Exact steps for others to reproduce the error** Place an object with a toon shader set to glossy on a ground plane. Toggle reflection caustics and diffuse bounces 0 / 4. Look at the indirect light coming from the object.

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @FrederikSteinmetz

Added subscriber: @FrederikSteinmetz

Added subscriber: @zeauro

Added subscriber: @zeauro

Indirect light nature is not relative to objects that produce the bounces but to objects that receive the bounces.
If you disable "glossy" option in Cycles Ray Visibility panel of ground plane with a diffuse shader, it will disappear of the reflection of glossy object placed on it.
It is the exact same principle that you are talking about.

If indirect light from glossy shader acts according to indirect diffuse light setting, render would be the same for a setup with 0 diffuse bounces and 0 glossy bounces as for a setup at 0 diffuse bounces and 4 glossy bounces.

Indirect light nature is not relative to objects that produce the bounces but to objects that receive the bounces. If you disable "glossy" option in Cycles Ray Visibility panel of ground plane with a diffuse shader, it will disappear of the reflection of glossy object placed on it. It is the exact same principle that you are talking about. If indirect light from glossy shader acts according to indirect diffuse light setting, render would be the same for a setup with 0 diffuse bounces and 0 glossy bounces as for a setup at 0 diffuse bounces and 4 glossy bounces.

Added subscriber: @brecht

Added subscriber: @brecht

There is indeed a bug here, the toon glossy BSDF is not respecting the reflective caustics options. It is treated as glossy otherwise though.

There is indeed a bug here, the toon glossy BSDF is not respecting the reflective caustics options. It is treated as glossy otherwise though.

This issue was referenced by f2ba13964d

This issue was referenced by f2ba13964d01d8208d2dcf4e45d23661797fbfc0

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

This issue was referenced by blender/cycles@3c30251b1b

This issue was referenced by blender/cycles@3c30251b1bc84c5cfec3f1fa5fc31e8760301c56
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Reference: blender/blender#48514
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