Workbench transparency rendering issue: "jump" to alpha 1.0 from .999 #66586

Closed
opened 2019-07-09 00:55:02 +02:00 by Casey Connor · 4 comments

Not sure if this is a bug: adjusting alpha of object causes it to "snap" in to alpha mode at e.g 0.999 alpha. This would apparently make it impossible to smoothly animate from 0 alpha to 1, due to the "jump" as it goes to 1.

This is apparently only regarding an object's internal geometry: e.g. with the default cube at .999 alpha, its obscured rear edges are clearly visible, which seems wrong. A second cube placed behind it is ~invisible with the front cube at .999 alpha, as expected.

Also, values where 1 > alpha >= ~.8 are almost indistinguishable from each other.

Operating system: Kubuntu 18.10, 4.18.0-25-generic #26-Ubuntu SMP Mon Jun 24 09:32:08 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux
Graphics card: NVIDIA Corporation GP106 [GeForce GTX 1060 6GB] (rev a1)
Broken: 2.80, a4bc6aca0e

  • start blender with new profile directory
  • in Properties, go to render settings, change to Workbench renderer
  • change viewport render settings to "render"
  • go to Material tab for cube
  • in Viewport Display, click color swatch and change alpha with mouse drags left/right
  • observe the "jump" as it snaps out of 1.0, and observe that values from .8 to .999 appear to have little/no difference.
Not sure if this is a bug: adjusting alpha of object causes it to "snap" in to alpha mode at e.g 0.999 alpha. This would apparently make it impossible to smoothly animate from 0 alpha to 1, due to the "jump" as it goes to 1. This is apparently only regarding an object's internal geometry: e.g. with the default cube at .999 alpha, its obscured rear edges are clearly visible, which seems wrong. A second cube placed behind it is ~invisible with the front cube at .999 alpha, as expected. Also, values where 1 > alpha >= ~.8 are almost indistinguishable from each other. Operating system: Kubuntu 18.10, 4.18.0-25-generic #26-Ubuntu SMP Mon Jun 24 09:32:08 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux Graphics card: NVIDIA Corporation GP106 [GeForce GTX 1060 6GB] (rev a1) Broken: 2.80, a4bc6aca0ef9 * start blender with new profile directory * in Properties, go to render settings, change to Workbench renderer * change viewport render settings to "render" * go to Material tab for cube * in Viewport Display, click color swatch and change alpha with mouse drags left/right * observe the "jump" as it snaps out of 1.0, and observe that values from .8 to .999 appear to have little/no difference.
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Added subscriber: @clepsydrae

Added subscriber: @clepsydrae
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Jeroen Bakker self-assigned this 2019-07-09 09:03:37 +02:00
Member

Hi @clepsydrae,

this is not a bug, but how the system was designed. We ensured that:

  • Fastest rendering in workbench when no transparency is needed. (the workbench goes from a forward shading render model (0.999) to a deferred shading render model (1.000)
  • The rendering of the Alpha is done using an order independent transparency. The slider influences the curve of this model. The curve has been optimized to give a good visible range for simple and complex scenes.

Due to this users experience a hard cut when the render model switches and some dis-connectivity with the alpha value. These are trade-offs that have been made to ensure it works for most cases.

Hi @clepsydrae, this is not a bug, but how the system was designed. We ensured that: - Fastest rendering in workbench when no transparency is needed. (the workbench goes from a forward shading render model (0.999) to a deferred shading render model (1.000) - The rendering of the Alpha is done using an `order independent transparency`. The slider influences the curve of this model. The curve has been optimized to give a good visible range for simple and complex scenes. Due to this users experience a hard cut when the render model switches and some dis-connectivity with the alpha value. These are trade-offs that have been made to ensure it works for most cases.
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Reference: blender/blender#66586
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