Eevee: Bloom artifacts when triangle has colinear vertices #51979
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Reference: blender/blender#51979
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Blender Version
Broken:
c217d518ef
Short description of error
Big black squares when using bloom with bad triangle.
Exact steps for others to reproduce the error
Open this file and rotate around, you should see black squares taking over the screen:
triangle-bloom.blend
If you want to create the file from scratch:
(e.g., add a plane, delete one of the vertices, make a face from the other three vertices, move one of the vertices to the midpoint between the other two vertices).
Changed status to: 'Open'
Added subscriber: @dfelinto
Fixed in
d02711ed88
but the real problem must come from somwhere else like bad encoding or interpolation.Added subscriber: @fclem
This is a problem between the vbo creation and the fragment shader.
Putting a vec3(0.0) does not reproduce the same artifact, and normals components are set to 0 in the Gawain packet format, so problem is inbetween. Revert
d02711ed88
and enable bloom to see if it fails.Looking into this and
eevee_surface_lit
is getting a non-finite normal input.Since this functions input is setup externally
GPU_link(..)
, its not so simple to sanitize each arg thats passed in.And not sure we should be adding zero-length checks to generic normalization functions either.
This is a workaround (similar to your fix) but checks for nan instead of using an offset.
Ha I did not know about
isnan
! sure that makes it a more elegant solution. Thanks!This issue was referenced by
886ea37572
Changed status from 'Open' to: 'Resolved'