Eevee principled BSDF SSS not mixing correctly with transparent BSDF #64883
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Reference: blender/blender#64883
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System Information
Operating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67
Blender Version
Broken: version: 2.80 (sub 70), branch: master, commit date: 2019-05-20 06:52, hash:
f606f58845
Short description of error
This is a follow up to #64762 , so I think @brecht might want to take a look at this.
The problem is a bit hard to pin point, but there still seem to be a problem with linear interpolation of alpha mapped normal maps. This time they are only triggered when a value node, specifically with a value of 0, is used as the input for either Subsurface, Clearcoat or Transmission on the Principled PBR node.
When the value node is muted, or the connections are cut, the issue is gone. That is despite the fact, that the values on the Principled node are the same, as the value coming from the input node.
There is another, perhaps related, darkening issue. If instead of using the transparent shader to mask the object, the alpha inputof the Principled PBR node is use, the entere material darkens.
This again is triggered by the Subsurface, Clearcoat or Transmission inputs, and vanishes when the value node is muted or the connections are cut.
I also think this only happens for non-metallic materials, but I'm not sure.
Please check out the video demo for clarity.
linear_interpolation_of_alpha_mapped_normal_map2.blend
Exact steps for others to reproduce the error
Added subscriber: @MACHIN3
Added subscriber: @brecht
There is indeed something weird going on with Eevee, normally plugging in a Value node or setting the value directly should make no difference.
As far as I can tell, this is unrelated to the normal map as unplugging it gives the same dark border. It is also not clear what the purpose is of using alpha twice in the shader node setup, as using the Alpha socket means it's already mixing with a Transparent BSDF internally.
This is really just my old setup of using the transparecny shader, and then quickly switching it over to the Alpha input. I plan to get rid of the transparent shader, but left it in because it somehow produces a different result.
You are right, it is unrelated to the normal map. I'm updating the title.
linear interpolation + darkness issues with alpha mapped normal maps and the principled BSDF shaderto linear interpolation + darkness issues with alpha masked principled BSDF shaderlinear interpolation + darkness issues with alpha masked principled BSDF shaderto linear interpolation + darkness issues with alpha masked principled BSDF shader + Subsurface, Clearcoat and Transmission inputs@fclem, I think this one is for you.
Here's an example file, unplugging the Value node from Subsurface avoids the black border.
eevee_sss_transparent.blend
For some reason, the subsurface (and some other) variations of the principled BSDF are not working well when mixed with a Transparent BSDF. This happens without using the new Alpha socket.
linear interpolation + darkness issues with alpha masked principled BSDF shader + Subsurface, Clearcoat and Transmission inputsto Eevee principled BSDF SSS not mixing correctly with transparent BSDFeevee_clearcoat_alpha.blend
In an attempt to avoid it being overlooked, I want to point out, that it's not just Subsurface, but also Clear Coat and Transmission causing this. Also, as you can see in the file attached, there is an issue with the Alpha input as well, which leads to darkening of the material.
Fixed by
df7f69b873
.The only issue then is that the normal map is not in linear mode.
Changed status from 'Open' to: 'Resolved'