"Light path"-"is Singular Ray" node Affects material visibility trough a glass material different way in two Blender versions #50805
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Reference: blender/blender#50805
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System Information
OS: Windows10 (x64)
CPU: Intel(R) Core(TN) i7-4790 CPU 3.60GHz
RAM: 16GB
GPU: NVIDIA Quadro K2000
Drivers: (NVIDIA) 376.84
Blender Version
Broken: 2.78c e9f235283
Worked: 2.78a
e8299c8
Short description of error
There is a plane with an image that is not possible to view trough a glass object in version 2.78c but is viewable with 2.78.a version of Blender using the same file for rendering.
Exact steps for others to reproduce the error
There is a "Light path" node in the image material setted as "is Singular Ray" and connected in the "factor" input of a "Mix node" where are mixed the image with a "Diffuse BSDF". When the "Filter Glossy" option (into the "Render"/"Light paths") menu has any value (minimal or maximal 0.0001 or 10) the image is visible trough the Glass material object when rendering in 2.78a version but in the same condition it isn't visible when rendering in 2.78c version.
There is the same issue when I try doing the same in another PC with different CPU and GPU.
I'm not sure if it's a bug but there is a difference, then I tell you. It is quick to see it in a render in the screen preview.Transp-Glass Shader issue_x.blend
Changed status to: 'Open'
Added subscriber: @ximobl
Added subscribers: @Sergey, @LazyDodo
@Sergey mind taking a peek here? can confirm 2.78a works, but 2.78c and master don't.
Version 2.78a works fine with the nodes configuration as i said. Is the version 2.78c with the same config not working.
The 2.78c version was downloaded in http://download.blender.org/release/Blender2.78/
These are the two versions I've tested with the file I uploaded
Short reply:
Think the real issue here is a lack of explicit mention of this change in the logs, which i did do now: https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.78/Performance_update#Cycles
Full version:
This was a deliberate change in
c4d6fd3
. The reasoning here goes as:Mathematically speaking, GGX/Beckmann with 0 roughness is a singular ray, since there is no distortion happening for the normal.
Some parts of Cycles were replacing GGX/Beckmann with Sharp distribution, when filter glossy was not used. This was causing different behavior of scenes after tweaking filter glossy or changing distribution. Such a change in behavior is really tricky to nail down in a real production movie shot scene.
We were preparing for further changes, such as D2416 which required unification of ray visibility across closures as much as possible.
I would really prefer to keep behavior of Sharp and GGX/Beckmann unified so we can apply various optimization techniques both on Cycles and scene and yet keep things more consistent for artists.
So this is something we would live with. You can quite easily work that around by setting GGX distribution to a low non-zero value like 0.001.
Thanks for the report, closing it now.
Changed status from 'Open' to: 'Archived'