Volume Absorption color tint #52433

Closed
opened 2017-08-18 09:37:09 +02:00 by Sebastian Koenig · 17 comments

System Information
elementaryOS 0.4.1, GTX 1080

Blender Version
Broken: 2.79.1, r5492d2c

Short description of error
A glass material with volume absoprtion shader plugged in creates colored caustics (with filter glossy at 1), even though the volume shader color is almost entirely white.

Exact steps for others to reproduce the error
I have a glass table with a volume absoprtion shader plugged in. The color is just slightly green. I noticed that when a lamp is shining through the glass that the caustics turn out entirely greenish. The effect is very noticable due to the filter glossy setting of 1. I found that weird, so I set the volume color back to white, and then set the red channel to 0.9999999999, so that even the node UI would show the red channel color as 1.0. So the color should be pretty much white now. Still, the caustics are the same color as before. In fact, it doesn't make a difference if the red channel is set to 0.0 or 0.9999, the caustics always have the same color.
Here's the file: volume_absorption.blend

**System Information** elementaryOS 0.4.1, GTX 1080 **Blender Version** Broken: 2.79.1, r5492d2c **Short description of error** A glass material with volume absoprtion shader plugged in creates colored caustics (with filter glossy at 1), even though the volume shader color is almost entirely white. **Exact steps for others to reproduce the error** I have a glass table with a volume absoprtion shader plugged in. The color is just slightly green. I noticed that when a lamp is shining through the glass that the caustics turn out entirely greenish. The effect is very noticable due to the filter glossy setting of 1. I found that weird, so I set the volume color back to white, and then set the red channel to 0.9999999999, so that even the node UI would show the red channel color as 1.0. So the color should be pretty much white now. Still, the caustics are the same color as before. In fact, it doesn't make a difference if the red channel is set to 0.0 or 0.9999, the caustics always have the same color. Here's the file: [volume_absorption.blend](https://archive.blender.org/developer/F717101/volume_absorption.blend)
Author
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Changed status to: 'Open'

Changed status to: 'Open'
Author
Member

Added subscriber: @sebastian_k

Added subscriber: @sebastian_k
Added subscribers: @MaiLavelle, @LukasStockner, @Sergey, @brecht, @mont29
Sergey Sharybin was assigned by Bastien Montagne 2017-08-26 14:59:41 +02:00

This is something for @Sergey or some other #Cycles dev (@brecht? @LukasStockner? @MaiLavelle? …)

This is something for @Sergey or some other #Cycles dev (@brecht? @LukasStockner? @MaiLavelle? …)
Member

This is caused by kernel_volume_shadow, which incorrectly uses the FLT_MAX ray distance from the sun sampling when applying the absorption in the glass volume - and for a distance of ~1e38, it makes sense that even the slightest absorption would cause the color to be saturated.

I guess the transparent shadow calculation should clip the distance somehow, I'll look into it.

This is caused by `kernel_volume_shadow`, which incorrectly uses the FLT_MAX ray distance from the sun sampling when applying the absorption in the glass volume - and for a distance of ~1e38, it makes sense that even the slightest absorption would cause the color to be saturated. I guess the transparent shadow calculation should clip the distance somehow, I'll look into it.

We can probably clip distance by doing something like

P524: Snippet for #52433

diff --git a/intern/cycles/bvh/bvh.cpp b/intern/cycles/bvh/bvh.cpp
index 0ad3c8a7429..669214f85b2 100644
--- a/intern/cycles/bvh/bvh.cpp
+++ b/intern/cycles/bvh/bvh.cpp
@@ -91,6 +91,8 @@ void BVH::build(Progress& progress)
 	progress.set_substatus("Packing BVH nodes");
 	pack_nodes(root);
 
+	pack.root_bounds = root->bounds;
+
 	/* free build nodes */
 	root->deleteSubtree();
 }
diff --git a/intern/cycles/bvh/bvh.h b/intern/cycles/bvh/bvh.h
index 7bac6112fd9..74b694f710c 100644
--- a/intern/cycles/bvh/bvh.h
+++ b/intern/cycles/bvh/bvh.h
@@ -67,9 +67,12 @@ struct PackedBVH {
 	/* index of the root node. */
 	int root_index;
 
+	BoundBox root_bounds;
+
 	PackedBVH()
 	{
 		root_index = 0;
+		root_bounds = BoundBox::empty;
 	}
 };
 
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 8f65c00491c..8ed61471b0e 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -1304,7 +1304,7 @@ typedef struct KernelBVH {
 	int have_instancing;
 	int use_qbvh;
 	int use_bvh_steps;
-	int pad1;
+	float max_distance;
 } KernelBVH;
 static_assert_align(KernelBVH, 16);
 
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index 42094a9c3f8..e7c11816c31 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -169,8 +169,10 @@ ccl_device void kernel_volume_shadow_homogeneous(KernelGlobals *kg,
 {
 	float3 sigma_t;
 
-	if(volume_shader_extinction_sample(kg, sd, state, ray->P, &sigma_t))
-		*throughput *= volume_color_transmittance(sigma_t, ray->t);
+	if(volume_shader_extinction_sample(kg, sd, state, ray->P, &sigma_t)) {
+		const float ray_t = min(ray->t, kernel_data.bvh.max_distance);
+		*throughput *= volume_color_transmittance(sigma_t, ray_t);
+	}
 }
 
 /* heterogeneous volume: integrate stepping through the volume until we
@@ -183,6 +185,7 @@ ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg,
 {
 	float3 tp = *throughput;
 	const float tp_eps = 1e-6f; /* todo: this is likely not the right value */
+	const float ray_t = min(ray->t, kernel_data.bvh.max_distance);
 
 	/* prepare for stepping */
 	int max_steps = kernel_data.integrator.volume_max_steps;
@@ -196,11 +199,11 @@ ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg,
 
 	for(int i = 0; i < max_steps; i++) {
 		/* advance to new position */
-		float new_t = min(ray->t, (i+1) * step);
+		float new_t = min(ray_t, (i+1) * step);
 		float dt = new_t - t;
 
 		/* use random position inside this segment to sample shader */
-		if(new_t == ray->t)
+		if(new_t == ray_t)
 			random_jitter_offset = lcg_step_float_addrspace(&state->rng_congruential) * dt;
 
 		float3 new_P = ray->P + ray->D * (t + random_jitter_offset);
@@ -223,7 +226,7 @@ ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg,
 
 		/* stop if at the end of the volume */
 		t = new_t;
-		if(t == ray->t) {
+		if(t == ray_t) {
 			/* Update throughput in case we haven't done it above */
 			tp = *throughput * make_float3(expf(sum.x), expf(sum.y), expf(sum.z));
 			break;
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 84537bf5993..3f0ebc759c3 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -1881,6 +1881,9 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *
 	dscene->data.bvh.root = pack.root_index;
 	dscene->data.bvh.use_qbvh = scene->params.use_qbvh;
 	dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0);
+
+	/* Twice so we don't have possible artifacts due to intersection precision. */
+	dscene->data.bvh.max_distance = 2.0f * len(pack.root_bounds.max - pack.root_bounds.min);
 }
 
 void MeshManager::device_update_flags(Device * /*device*/,

However, that would be tricky to get real max distance for scene with procedural world volume. Maybe that case we can simply disable from clipping for the time being.

We can probably clip distance by doing something like [P524: Snippet for #52433](https://archive.blender.org/developer/P524.txt) ``` diff --git a/intern/cycles/bvh/bvh.cpp b/intern/cycles/bvh/bvh.cpp index 0ad3c8a7429..669214f85b2 100644 --- a/intern/cycles/bvh/bvh.cpp +++ b/intern/cycles/bvh/bvh.cpp @@ -91,6 +91,8 @@ void BVH::build(Progress& progress) progress.set_substatus("Packing BVH nodes"); pack_nodes(root); + pack.root_bounds = root->bounds; + /* free build nodes */ root->deleteSubtree(); } diff --git a/intern/cycles/bvh/bvh.h b/intern/cycles/bvh/bvh.h index 7bac6112fd9..74b694f710c 100644 --- a/intern/cycles/bvh/bvh.h +++ b/intern/cycles/bvh/bvh.h @@ -67,9 +67,12 @@ struct PackedBVH { /* index of the root node. */ int root_index; + BoundBox root_bounds; + PackedBVH() { root_index = 0; + root_bounds = BoundBox::empty; } }; diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index 8f65c00491c..8ed61471b0e 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -1304,7 +1304,7 @@ typedef struct KernelBVH { int have_instancing; int use_qbvh; int use_bvh_steps; - int pad1; + float max_distance; } KernelBVH; static_assert_align(KernelBVH, 16); diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h index 42094a9c3f8..e7c11816c31 100644 --- a/intern/cycles/kernel/kernel_volume.h +++ b/intern/cycles/kernel/kernel_volume.h @@ -169,8 +169,10 @@ ccl_device void kernel_volume_shadow_homogeneous(KernelGlobals *kg, { float3 sigma_t; - if(volume_shader_extinction_sample(kg, sd, state, ray->P, &sigma_t)) - *throughput *= volume_color_transmittance(sigma_t, ray->t); + if(volume_shader_extinction_sample(kg, sd, state, ray->P, &sigma_t)) { + const float ray_t = min(ray->t, kernel_data.bvh.max_distance); + *throughput *= volume_color_transmittance(sigma_t, ray_t); + } } /* heterogeneous volume: integrate stepping through the volume until we @@ -183,6 +185,7 @@ ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg, { float3 tp = *throughput; const float tp_eps = 1e-6f; /* todo: this is likely not the right value */ + const float ray_t = min(ray->t, kernel_data.bvh.max_distance); /* prepare for stepping */ int max_steps = kernel_data.integrator.volume_max_steps; @@ -196,11 +199,11 @@ ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg, for(int i = 0; i < max_steps; i++) { /* advance to new position */ - float new_t = min(ray->t, (i+1) * step); + float new_t = min(ray_t, (i+1) * step); float dt = new_t - t; /* use random position inside this segment to sample shader */ - if(new_t == ray->t) + if(new_t == ray_t) random_jitter_offset = lcg_step_float_addrspace(&state->rng_congruential) * dt; float3 new_P = ray->P + ray->D * (t + random_jitter_offset); @@ -223,7 +226,7 @@ ccl_device void kernel_volume_shadow_heterogeneous(KernelGlobals *kg, /* stop if at the end of the volume */ t = new_t; - if(t == ray->t) { + if(t == ray_t) { /* Update throughput in case we haven't done it above */ tp = *throughput * make_float3(expf(sum.x), expf(sum.y), expf(sum.z)); break; diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index 84537bf5993..3f0ebc759c3 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -1881,6 +1881,9 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene * dscene->data.bvh.root = pack.root_index; dscene->data.bvh.use_qbvh = scene->params.use_qbvh; dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0); + + /* Twice so we don't have possible artifacts due to intersection precision. */ + dscene->data.bvh.max_distance = 2.0f * len(pack.root_bounds.max - pack.root_bounds.min); } void MeshManager::device_update_flags(Device * /*device*/, ``` However, that would be tricky to get real max distance for scene with procedural world volume. Maybe that case we can simply disable from clipping for the time being.

Why is clipping by the world bounds needed? If there are no precision issues and the mesh is closed, the ray distance used for computing the transmittance should already be short.

I think the issue is that we are missing a kernel_volume_stack_enter_exit in shadow_blocked for direct lighting with a transmission BSDF. We need to take into account that we are lighting from the other side of the surface and update the volume stack accordingly, same as we do for indirect light in kernel_path_surface_bounce.

Why is clipping by the world bounds needed? If there are no precision issues and the mesh is closed, the ray distance used for computing the transmittance should already be short. I think the issue is that we are missing a `kernel_volume_stack_enter_exit` in `shadow_blocked` for direct lighting with a transmission BSDF. We need to take into account that we are lighting from the other side of the surface and update the volume stack accordingly, same as we do for indirect light in `kernel_path_surface_bounce`.

Was just slapping code together, thought it was indeed clamping issue. Looking into actual cause now, and it's much deeper.

Was just slapping code together, thought it was indeed clamping issue. Looking into actual cause now, and it's much deeper.

@brecht, we should indeed discard element from volume stack for shadow_blocked, otherwise sampling is still considered to be happening inside of the volume which is wrong. Here is an updated patch

P526: Fix for #52433

diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index ec8c297fbd5..3319e2c2435 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -84,7 +84,7 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
 		light_ray.dP = sd->dP;
 		light_ray.dD = differential3_zero();
 
-		if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
+		if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
 			path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow);
 		}
 		else {
diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h
index c62c3a25405..dde40674ee6 100644
--- a/intern/cycles/kernel/kernel_path_branched.h
+++ b/intern/cycles/kernel/kernel_path_branched.h
@@ -54,7 +54,7 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg,
 			light_ray.dP = sd->dP;
 			light_ray.dD = differential3_zero();
 
-			if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
+			if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) {
 				path_radiance_accum_ao(L, state, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow);
 			}
 			else {
diff --git a/intern/cycles/kernel/kernel_path_surface.h b/intern/cycles/kernel/kernel_path_surface.h
index 3d10736e90c..6c3a444e48a 100644
--- a/intern/cycles/kernel/kernel_path_surface.h
+++ b/intern/cycles/kernel/kernel_path_surface.h
@@ -67,7 +67,7 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
 						/* trace shadow ray */
 						float3 shadow;
 
-						if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+						if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 							/* accumulate */
 							path_radiance_accum_light(L, state, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
 						}
@@ -104,7 +104,7 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
 						/* trace shadow ray */
 						float3 shadow;
 
-						if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+						if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 							/* accumulate */
 							path_radiance_accum_light(L, state, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
 						}
@@ -130,7 +130,7 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light(
 				/* trace shadow ray */
 				float3 shadow;
 
-				if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+				if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 					/* accumulate */
 					path_radiance_accum_light(L, state, throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, is_lamp);
 				}
@@ -257,7 +257,7 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg,
 			/* trace shadow ray */
 			float3 shadow;
 
-			if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+			if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 				/* accumulate */
 				path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
 			}
diff --git a/intern/cycles/kernel/kernel_path_volume.h b/intern/cycles/kernel/kernel_path_volume.h
index 3661432f0b7..c9c7f447c42 100644
--- a/intern/cycles/kernel/kernel_path_volume.h
+++ b/intern/cycles/kernel/kernel_path_volume.h
@@ -52,7 +52,7 @@ ccl_device_inline void kernel_path_volume_connect_light(
 			/* trace shadow ray */
 			float3 shadow;
 
-			if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+			if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 				/* accumulate */
 				path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp);
 			}
@@ -179,7 +179,7 @@ ccl_device void kernel_branched_path_volume_connect_light(
 						/* trace shadow ray */
 						float3 shadow;
 
-						if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+						if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 							/* accumulate */
 							path_radiance_accum_light(L, state, tp*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
 						}
@@ -228,7 +228,7 @@ ccl_device void kernel_branched_path_volume_connect_light(
 						/* trace shadow ray */
 						float3 shadow;
 
-						if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+						if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 							/* accumulate */
 							path_radiance_accum_light(L, state, tp*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp);
 						}
@@ -266,7 +266,7 @@ ccl_device void kernel_branched_path_volume_connect_light(
 				/* trace shadow ray */
 				float3 shadow;
 
-				if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) {
+				if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) {
 					/* accumulate */
 					path_radiance_accum_light(L, state, tp, &L_light, shadow, 1.0f, is_lamp);
 				}
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index bb6bdc7fbd0..c53ca6135f8 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -119,12 +119,43 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg,
 
 #    define SHADOW_STACK_MAX_HITS 64
 
+#    ifdef __VOLUME__
+struct VolumeState {
+#      ifdef __SPLIT_KERNEL__
+#      else
+		PathState ps;
+#      endif
+};
+
+/* Get PathState ready for use for volume stack evaluation. */
+ccl_device_inline PathState *shadow_blocked_volume_path_state(
+        KernelGlobals *kg,
+        VolumeState *volume_state,
+        ccl_addr_space PathState *state,
+        ShaderData *sd)
+{
+#      ifdef __SPLIT_KERNEL__
+	ccl_addr_space PathState *ps =
+	        &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)];
+#      else
+	PathState *ps = &volume_state->ps;
+#      endif
+	*ps = *state;
+	/* We are checking for shadow on the "other" side of the surface, so need
+	 * to discard volume we are currently at.
+	 */
+	kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack);
+	return ps;
+}
+#endif  //   __VOLUME__
+
 /* Actual logic with traversal loop implementation which is free from device
  * specific tweaks.
  *
  * Note that hits array should be as big as max_hits+1.
  */
 ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
+                                                    ShaderData *sd,
                                                     ShaderData *shadow_sd,
                                                     ccl_addr_space PathState *state,
                                                     const uint visibility,
@@ -143,6 +174,9 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
 	                                                visibility,
 	                                                max_hits,
 	                                                &num_hits);
+#    ifdef __VOLUME__
+	VolumeState volume_state;
+#    endif
 	/* If no opaque surface found but we did find transparent hits,
 	 * shade them.
 	 */
@@ -153,13 +187,10 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
 		int bounce = state->transparent_bounce;
 		Intersection *isect = hits;
 #    ifdef __VOLUME__
-#      ifdef __SPLIT_KERNEL__
-		ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)];
-#      else
-		PathState ps_object;
-		PathState *ps = &ps_object;
-#      endif
-		*ps = *state;
+		PathState *ps = shadow_blocked_volume_path_state(kg,
+		                                                 &volume_state,
+		                                                 state,
+		                                                 sd);
 #    endif
 		sort_intersections(hits, num_hits);
 		for(int hit = 0; hit < num_hits; hit++, isect++) {
@@ -205,7 +236,11 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
 #    ifdef __VOLUME__
 	if(!blocked && state->volume_stack- [x].shader != SHADER_NONE) {
 		/* Apply attenuation from current volume shader. */
-		kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
+		PathState *ps = shadow_blocked_volume_path_state(kg,
+		                                                 &volume_state,
+		                                                 state,
+		                                                 sd);
+		kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow);
 	}
 #    endif
 	return blocked;
@@ -215,6 +250,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg,
  * loop to help readability of the actual logic.
  */
 ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg,
+                                               ShaderData *sd,
                                                ShaderData *shadow_sd,
                                                ccl_addr_space PathState *state,
                                                const uint visibility,
@@ -250,6 +286,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg,
 #    endif  /* __KERNEL_GPU__ */
 	/* Invoke actual traversal. */
 	return shadow_blocked_transparent_all_loop(kg,
+	                                           sd,
 	                                           shadow_sd,
 	                                           state,
 	                                           visibility,
@@ -275,6 +312,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg,
  */
 ccl_device bool shadow_blocked_transparent_stepped_loop(
         KernelGlobals *kg,
+        ShaderData *sd,
         ShaderData *shadow_sd,
         ccl_addr_space PathState *state,
         const uint visibility,
@@ -284,18 +322,18 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(
         const bool is_transparent_isect,
         float3 *shadow)
 {
+#    ifdef __VOLUME__
+	VolumeState volume_state;
+#    endif
 	if(blocked && is_transparent_isect) {
 		float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
 		float3 Pend = ray->P + ray->D*ray->t;
 		int bounce = state->transparent_bounce;
 #    ifdef __VOLUME__
-#      ifdef __SPLIT_KERNEL__
-		ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)];
-#      else
-		PathState ps_object;
-		PathState *ps = &ps_object;
-#      endif
-		*ps = *state;
+		PathState *ps = shadow_blocked_volume_path_state(kg,
+		                                                 &volume_state,
+		                                                 state,
+		                                                 sd);
 #    endif
 		for(;;) {
 			if(bounce >= kernel_data.integrator.transparent_max_bounce) {
@@ -345,7 +383,11 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(
 #    ifdef __VOLUME__
 	if(!blocked && state->volume_stack- [x].shader != SHADER_NONE) {
 		/* Apply attenuation from current volume shader. */
-		kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
+		PathState *ps = shadow_blocked_volume_path_state(kg,
+		                                                 &volume_state,
+		                                                 state,
+		                                                 sd);
+		kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow);
 	}
 #    endif
 	return blocked;
@@ -353,6 +395,7 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(
 
 ccl_device bool shadow_blocked_transparent_stepped(
         KernelGlobals *kg,
+        ShaderData *sd,
         ShaderData *shadow_sd,
         ccl_addr_space PathState *state,
         const uint visibility,
@@ -370,6 +413,7 @@ ccl_device bool shadow_blocked_transparent_stepped(
 		? shader_transparent_shadow(kg, isect)
 		: false;
 	return shadow_blocked_transparent_stepped_loop(kg,
+	                                               sd,
 	                                               shadow_sd,
 	                                               state,
 	                                               visibility,
@@ -384,6 +428,7 @@ ccl_device bool shadow_blocked_transparent_stepped(
 #endif /* __TRANSPARENT_SHADOWS__ */
 
 ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
+                                      ShaderData *sd,
                                       ShaderData *shadow_sd,
                                       ccl_addr_space PathState *state,
                                       Ray *ray_input,
@@ -452,6 +497,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
 	   max_hits + 1 >= SHADOW_STACK_MAX_HITS)
 	{
 		return shadow_blocked_transparent_stepped_loop(kg,
+		                                               sd,
 		                                               shadow_sd,
 		                                               state,
 		                                               visibility,
@@ -463,6 +509,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
 	}
 #    endif  /* __KERNEL_GPU__ */
 	return shadow_blocked_transparent_all(kg,
+	                                      sd,
 	                                      shadow_sd,
 	                                      state,
 	                                      visibility,
diff --git a/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h b/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h
index 19bfee6d039..b52f9a5eb81 100644
--- a/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h
+++ b/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h
@@ -89,6 +89,7 @@ ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg)
 		float3 shadow;
 
 		if(!shadow_blocked(kg,
+		                   sd,
 		                   emission_sd,
 		                   state,
 		                   &ray,

The confusing part was that 2.77a was rendering this file correct, so i thought we made a mistake in volume stack somewhere. But appears it was never a case. The issue here is that after 9b6ed3a we are not ignoring volume closures which weight is less than
CLOSURE_WEIGHT_CUTOFF (before that refactor absorption was removed). So maybe we should do something like this:

P527: Closure cutoff

loc.h b/intern/cycles/kernel/closure/alloc.h
index e799855a65e..f8a5e8d64d0 100644
--- a/intern/cycles/kernel/closure/alloc.h
+++ b/intern/cycles/kernel/closure/alloc.h
@@ -24,6 +24,10 @@ ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType ty
 	int num_closure_extra = sd->num_closure_extra;
 	if(num_closure + num_closure_extra >= MAX_CLOSURE)
 		return NULL;
+	float sample_weight = fabsf(average(weight));
+	if(sample_weight <= CLOSURE_WEIGHT_CUTOFF) {
+		return NULL;
+	}
 
 	ShaderClosure *sc = &sd->closure[num_closure];
 

@brecht, we should indeed discard element from volume stack for `shadow_blocked`, otherwise sampling is still considered to be happening inside of the volume which is wrong. Here is an updated patch [P526: Fix for #52433](https://archive.blender.org/developer/P526.txt) ``` diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index ec8c297fbd5..3319e2c2435 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -84,7 +84,7 @@ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg, light_ray.dP = sd->dP; light_ray.dD = differential3_zero(); - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) { path_radiance_accum_ao(L, state, throughput, ao_alpha, ao_bsdf, ao_shadow); } else { diff --git a/intern/cycles/kernel/kernel_path_branched.h b/intern/cycles/kernel/kernel_path_branched.h index c62c3a25405..dde40674ee6 100644 --- a/intern/cycles/kernel/kernel_path_branched.h +++ b/intern/cycles/kernel/kernel_path_branched.h @@ -54,7 +54,7 @@ ccl_device_inline void kernel_branched_path_ao(KernelGlobals *kg, light_ray.dP = sd->dP; light_ray.dD = differential3_zero(); - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &ao_shadow)) { path_radiance_accum_ao(L, state, throughput*num_samples_inv, ao_alpha, ao_bsdf, ao_shadow); } else { diff --git a/intern/cycles/kernel/kernel_path_surface.h b/intern/cycles/kernel/kernel_path_surface.h index 3d10736e90c..6c3a444e48a 100644 --- a/intern/cycles/kernel/kernel_path_surface.h +++ b/intern/cycles/kernel/kernel_path_surface.h @@ -67,7 +67,7 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light( /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } @@ -104,7 +104,7 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light( /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } @@ -130,7 +130,7 @@ ccl_device_noinline void kernel_branched_path_surface_connect_light( /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput*num_samples_adjust, &L_light, shadow, num_samples_adjust, is_lamp); } @@ -257,7 +257,7 @@ ccl_device_inline void kernel_path_surface_connect_light(KernelGlobals *kg, /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp); } diff --git a/intern/cycles/kernel/kernel_path_volume.h b/intern/cycles/kernel/kernel_path_volume.h index 3661432f0b7..c9c7f447c42 100644 --- a/intern/cycles/kernel/kernel_path_volume.h +++ b/intern/cycles/kernel/kernel_path_volume.h @@ -52,7 +52,7 @@ ccl_device_inline void kernel_path_volume_connect_light( /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, throughput, &L_light, shadow, 1.0f, is_lamp); } @@ -179,7 +179,7 @@ ccl_device void kernel_branched_path_volume_connect_light( /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, tp*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } @@ -228,7 +228,7 @@ ccl_device void kernel_branched_path_volume_connect_light( /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, tp*num_samples_inv, &L_light, shadow, num_samples_inv, is_lamp); } @@ -266,7 +266,7 @@ ccl_device void kernel_branched_path_volume_connect_light( /* trace shadow ray */ float3 shadow; - if(!shadow_blocked(kg, emission_sd, state, &light_ray, &shadow)) { + if(!shadow_blocked(kg, sd, emission_sd, state, &light_ray, &shadow)) { /* accumulate */ path_radiance_accum_light(L, state, tp, &L_light, shadow, 1.0f, is_lamp); } diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index bb6bdc7fbd0..c53ca6135f8 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -119,12 +119,43 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg, # define SHADOW_STACK_MAX_HITS 64 +# ifdef __VOLUME__ +struct VolumeState { +# ifdef __SPLIT_KERNEL__ +# else + PathState ps; +# endif +}; + +/* Get PathState ready for use for volume stack evaluation. */ +ccl_device_inline PathState *shadow_blocked_volume_path_state( + KernelGlobals *kg, + VolumeState *volume_state, + ccl_addr_space PathState *state, + ShaderData *sd) +{ +# ifdef __SPLIT_KERNEL__ + ccl_addr_space PathState *ps = + &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; +# else + PathState *ps = &volume_state->ps; +# endif + *ps = *state; + /* We are checking for shadow on the "other" side of the surface, so need + * to discard volume we are currently at. + */ + kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack); + return ps; +} +#endif // __VOLUME__ + /* Actual logic with traversal loop implementation which is free from device * specific tweaks. * * Note that hits array should be as big as max_hits+1. */ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -143,6 +174,9 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, visibility, max_hits, &num_hits); +# ifdef __VOLUME__ + VolumeState volume_state; +# endif /* If no opaque surface found but we did find transparent hits, * shade them. */ @@ -153,13 +187,10 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, int bounce = state->transparent_bounce; Intersection *isect = hits; # ifdef __VOLUME__ -# ifdef __SPLIT_KERNEL__ - ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; -# else - PathState ps_object; - PathState *ps = &ps_object; -# endif - *ps = *state; + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd); # endif sort_intersections(hits, num_hits); for(int hit = 0; hit < num_hits; hit++, isect++) { @@ -205,7 +236,11 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, # ifdef __VOLUME__ if(!blocked && state->volume_stack- [x].shader != SHADER_NONE) { /* Apply attenuation from current volume shader. */ - kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd); + kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow); } # endif return blocked; @@ -215,6 +250,7 @@ ccl_device bool shadow_blocked_transparent_all_loop(KernelGlobals *kg, * loop to help readability of the actual logic. */ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -250,6 +286,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, # endif /* __KERNEL_GPU__ */ /* Invoke actual traversal. */ return shadow_blocked_transparent_all_loop(kg, + sd, shadow_sd, state, visibility, @@ -275,6 +312,7 @@ ccl_device bool shadow_blocked_transparent_all(KernelGlobals *kg, */ ccl_device bool shadow_blocked_transparent_stepped_loop( KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -284,18 +322,18 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( const bool is_transparent_isect, float3 *shadow) { +# ifdef __VOLUME__ + VolumeState volume_state; +# endif if(blocked && is_transparent_isect) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; int bounce = state->transparent_bounce; # ifdef __VOLUME__ -# ifdef __SPLIT_KERNEL__ - ccl_addr_space PathState *ps = &kernel_split_state.state_shadow[ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0)]; -# else - PathState ps_object; - PathState *ps = &ps_object; -# endif - *ps = *state; + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd); # endif for(;;) { if(bounce >= kernel_data.integrator.transparent_max_bounce) { @@ -345,7 +383,11 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( # ifdef __VOLUME__ if(!blocked && state->volume_stack- [x].shader != SHADER_NONE) { /* Apply attenuation from current volume shader. */ - kernel_volume_shadow(kg, shadow_sd, state, ray, shadow); + PathState *ps = shadow_blocked_volume_path_state(kg, + &volume_state, + state, + sd); + kernel_volume_shadow(kg, shadow_sd, ps, ray, shadow); } # endif return blocked; @@ -353,6 +395,7 @@ ccl_device bool shadow_blocked_transparent_stepped_loop( ccl_device bool shadow_blocked_transparent_stepped( KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, const uint visibility, @@ -370,6 +413,7 @@ ccl_device bool shadow_blocked_transparent_stepped( ? shader_transparent_shadow(kg, isect) : false; return shadow_blocked_transparent_stepped_loop(kg, + sd, shadow_sd, state, visibility, @@ -384,6 +428,7 @@ ccl_device bool shadow_blocked_transparent_stepped( #endif /* __TRANSPARENT_SHADOWS__ */ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, + ShaderData *sd, ShaderData *shadow_sd, ccl_addr_space PathState *state, Ray *ray_input, @@ -452,6 +497,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, max_hits + 1 >= SHADOW_STACK_MAX_HITS) { return shadow_blocked_transparent_stepped_loop(kg, + sd, shadow_sd, state, visibility, @@ -463,6 +509,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, } # endif /* __KERNEL_GPU__ */ return shadow_blocked_transparent_all(kg, + sd, shadow_sd, state, visibility, diff --git a/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h b/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h index 19bfee6d039..b52f9a5eb81 100644 --- a/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h +++ b/intern/cycles/kernel/split/kernel_shadow_blocked_dl.h @@ -89,6 +89,7 @@ ccl_device void kernel_shadow_blocked_dl(KernelGlobals *kg) float3 shadow; if(!shadow_blocked(kg, + sd, emission_sd, state, &ray, ``` The confusing part was that 2.77a was rendering this file correct, so i thought we made a mistake in volume stack somewhere. But appears it was never a case. The issue here is that after 9b6ed3a we are not ignoring volume closures which weight is less than `CLOSURE_WEIGHT_CUTOFF` (before that refactor absorption was removed). So maybe we should do something like this: [P527: Closure cutoff](https://archive.blender.org/developer/P527.txt) ``` loc.h b/intern/cycles/kernel/closure/alloc.h index e799855a65e..f8a5e8d64d0 100644 --- a/intern/cycles/kernel/closure/alloc.h +++ b/intern/cycles/kernel/closure/alloc.h @@ -24,6 +24,10 @@ ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType ty int num_closure_extra = sd->num_closure_extra; if(num_closure + num_closure_extra >= MAX_CLOSURE) return NULL; + float sample_weight = fabsf(average(weight)); + if(sample_weight <= CLOSURE_WEIGHT_CUTOFF) { + return NULL; + } ShaderClosure *sc = &sd->closure[num_closure]; ```

For P526, I think it should only do kernel_volume_stack_enter_exit for transmission rays? Otherwise looks good to me.

If we do P527 then we should remove the duplicate cutoff test in bsdf_alloc and bsdf_alloc_osl. I don't think we should be doing this cutoff for volume closures though, unless we also take into account the distance. The cutoff is 1e-5f currently which is actually not that low if multiply it by distance of 1e5f. For BSDFs these values are already scene scale independent so it's safer to have a cutoff.

For [P526](https://archive.blender.org/developer/P526.txt), I think it should only do `kernel_volume_stack_enter_exit` for transmission rays? Otherwise looks good to me. If we do [P527](https://archive.blender.org/developer/P527.txt) then we should remove the duplicate cutoff test in `bsdf_alloc` and `bsdf_alloc_osl`. I don't think we should be doing this cutoff for volume closures though, unless we also take into account the distance. The cutoff is `1e-5f` currently which is actually not that low if multiply it by distance of `1e5f`. For BSDFs these values are already scene scale independent so it's safer to have a cutoff.

Yeah, think explicit check for transmission rays would be good. Just initially thought enter_exit will not do anything if that wasn't a transmission ray because it wouldn't be reflected in the stack then. In any case, will add check and commit.

I will leave changes about closure cutoff for later, you've raised the valid point of cutoff not being small enough.maybe we can cutoff at FLT_EPS or so, but let's make it another story.

Yeah, think explicit check for transmission rays would be good. Just initially thought enter_exit will not do anything if that wasn't a transmission ray because it wouldn't be reflected in the stack then. In any case, will add check and commit. I will leave changes about closure cutoff for later, you've raised the valid point of cutoff not being small enough.maybe we can cutoff at FLT_EPS or so, but let's make it another story.

@brecht, actually, either i'm doing something wrong, or there is something else going on here. What i did is, instead of enter_exit in original patch did it like this:

	if(state->flag & PATH_RAY_TRANSMIT) {
		kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack);
	}

and this gives artifacts in this file: volume_transparent_shadow.blend

Without check for transmission rays there are no artifacts. So still need to look into this..

@brecht, actually, either i'm doing something wrong, or there is something else going on here. What i did is, instead of enter_exit in original patch did it like this: ``` if(state->flag & PATH_RAY_TRANSMIT) { kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack); } ``` and this gives artifacts in this file: [volume_transparent_shadow.blend](https://archive.blender.org/developer/F774659/volume_transparent_shadow.blend) Without check for transmission rays there are no artifacts. So still need to look into this..

I think the test should be for the direct lighting ray:

if(dot(sd->Ng, ray->D) < 0.0f) {
    kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack);
}
I think the test should be for the direct lighting ray: ``` if(dot(sd->Ng, ray->D) < 0.0f) { kernel_volume_stack_enter_exit(kg, sd, ps->volume_stack); } ```

@brecht, indeed. it we need to check whether shadow ray is being transmitted or reflected back, not the previous bounce (previous bounce might have been reflection inside of the volume). Just hoped to save some multiplications.. Will run more tests now and commit.

@brecht, indeed. it we need to check whether shadow ray is being transmitted or reflected back, not the previous bounce (previous bounce might have been reflection inside of the volume). Just hoped to save some multiplications.. Will run more tests now and commit.

This issue was referenced by blender/cycles@2d9e016575

This issue was referenced by blender/cycles@2d9e016575b7209fc400ece96ae02720a425368c

This issue was referenced by f01e43fac3

This issue was referenced by f01e43fac392155b02ae819c466db8bac3826016

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#52433
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