Weird Shadows on viewport (solid mode) #59121

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opened 2018-12-10 14:37:36 +01:00 by Henrique Balduino Gonzaga · 6 comments

System Information
Operating system: Windows 10 64x
Graphics card: Geforce GTX 1070

Blender Version
Broken: 2.8 e79bb957fc

Short description of error

Tha shadows beeing cast are not acting like shadows. They should be on the plane, but they are like... flying?

image.png

image.png

image.png

image.png

Casa.blend

**System Information** Operating system: Windows 10 64x Graphics card: Geforce GTX 1070 **Blender Version** Broken: 2.8 e79bb957fc3 **Short description of error** Tha shadows beeing cast are not acting like shadows. They should be on the plane, but they are like... flying? ![image.png](https://archive.blender.org/developer/F5910401/image.png) ![image.png](https://archive.blender.org/developer/F5910407/image.png) ![image.png](https://archive.blender.org/developer/F5910410/image.png) ![image.png](https://archive.blender.org/developer/F5910412/image.png) [Casa.blend](https://archive.blender.org/developer/F5910416/Casa.blend)

Added subscriber: @HenriqueGonzaga

Added subscriber: @HenriqueGonzaga
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Added subscriber: @JacquesLucke

Added subscriber: @JacquesLucke
Clément Foucault was assigned by Jacques Lucke 2018-12-10 14:47:02 +01:00
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I also get weird artifacts when the (viewport) camera is close to the ground plane. Looks like z-fighting.

I also get weird artifacts when the (viewport) camera is close to the ground plane. Looks like z-fighting.

The issue described in this report has been fixed by 3dfbb72b29.

The issue with the floor is really strange. It happens only if one corner is behind the camera near clip plane.

Also editing the mesh (extruding and deleting the created verts) fix the issue. I am not sure why this is happening. Maybe the issue is in the mesh itself. I'll debug more latter.

The issue described in this report has been fixed by 3dfbb72b29. The issue with the floor is really strange. It happens only if one corner is behind the camera near clip plane. Also editing the mesh (extruding and deleting the created verts) fix the issue. I am not sure why this is happening. Maybe the issue is in the mesh itself. I'll debug more latter.

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

The main issue reported has been fixed.

As for the floor problem, it's floating precision issue caused by depth interpolation when rendering the shadow "caps" while a backfacing triangle intersect the near plane. It gets clipped and the GPU generate 1 to 3 triangles that (for some reason I ignore) are not exactly the same as the triangle that was rasterized in the prepass. And since we render the cap with a "greater or equal" depth test, some of the fragments are being discarded.

I would consider that an implementation limitation at this point but it might be solved in the future if we change the whole rendering of shadows for workbench.

So bottom line is, don't zoom on backfacing polygons when the shadows are enabled, or avoid backfacing polygon .

The main issue reported has been fixed. As for the floor problem, it's floating precision issue caused by depth interpolation when rendering the shadow "caps" while a backfacing triangle intersect the near plane. It gets clipped and the GPU generate 1 to 3 triangles that (for some reason I ignore) are not exactly the same as the triangle that was rasterized in the prepass. And since we render the cap with a "greater or equal" depth test, some of the fragments are being discarded. I would consider that an implementation limitation at this point but it might be solved in the future if we change the whole rendering of shadows for workbench. So bottom line is, don't zoom on backfacing polygons when the shadows are enabled, or avoid backfacing polygon .
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Reference: blender/blender#59121
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