Odd sharp highlights in Eevee. #60997
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Reference: blender/blender#60997
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System Information
Operating system: Windows 10
Graphics card: GF 1080Ti, latest drivers
Blender Version
Broken: 2.80 beta, 2019-01-29, Buildbot
Worked: ?
Short description of error
Odd highlights appear in Eevee
Exact steps for others to reproduce the error
shading.blend
Added subscriber: @MadMinstrel
#61550 was marked as duplicate of this issue
Added subscriber: @JacquesLucke
I don't know what you mean, please post a screenshot.
My apologies, i should have posted a screenshot from the beginning.
Added subscriber: @fclem
@fclem, any idea what could cause this?
Added subscriber: @LightSmith
Exactly the same problem! Actually it's very noticeable bug(
Operating system: Windows 10
Graphics card: GTX 980
Blender version: 2.80, commit date: 2019-02-19 00:38, hash:
790cb7799d
, build date: 18/02/2019, 18:07There are only glossy sphere and a sun lamp. Unfortunately the bug is visible in different scenes if there are lamps there. More or less. In any scene with any type of lamps. It looks like a lot of fireflies on final renders.
Also it changes when zoom in and zoom out.
2.80_highlight_bug.blend
Ah now I can reproduce this. It happens when the
Roughness
is very small. AndSpecular
is greater than zero.It happens on flat and smooth surfaces.
Added subscribers: @Zexyp, @ZedDB
Changed status from 'Open' to: 'Archived'
Ok so after spending a lot of (too much?) time trying to find a solution, I can safely say it's a limitation of the algorithm used for area lighting (this is the same algorithm for all light types). Even the reference implementation of the algorithm suffers from the same artifacts.
The only workaround to this is to have proper shadowing (which is not great with the default setup).
Increasing the exponent for ESM shadow maps can help a bit but you loose smooth shadows.
Thanks for looking into it. This is a pretty severe problem without an artist-side workaround, so is there any chance an alternative algorithm might be implemented down the line?
It's not always feasible or desirable to use shadows on every light due to shadow maps' problematic nature.
@MadMinstrel unfortunately, there is no other method existing (that I know of that have acceptable quality). Using bruteforce sampling that would take ages to converge depending on the lamp size or using MIS but this is basically asking for Cycles inside Eevee.
I see. That is unfortunate.
In that case, since this problem is here to stay, would it at least be possible to allow the user to separately set the radius/size used for illumination and the one used for soft shadows? That way the problem could at least be somewhat mitigated in cases where area-illumination isn't necessary and point-lights will do.
I don't like making the engine harder to use. Using a PBR approach is meant to simplify rendering. If we create many options it can really become a mess like BI was.
On the other hand, I wouldn't mind a global toggle to use a different algorithm or even point lights for that matter.