Wokrbench doesn't render black world to true black #70288
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Reference: blender/blender#70288
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Apologies if not a bug; couldn't figure it out:
System Information
Operating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116
Blender Version
Broken: version: 2.81 (sub 12), branch: master, commit date: 2019-09-22 20:38, hash:
52bdf522af
Short description of error
With a black (0,0,0) world, rendering in workbench generates a not-quite-black background. (I'm told it was the same in 2.80, but haven't checked myself.)
Exact steps for others to reproduce the error
…it’s clear that the “black” inside the camera frame is not pure black, but near-black. This is also the case if I do an F12 render: the background around the cube isn’t black, but a hash of near-black pixels.
Again, if there is an obvious setting to tweak that fixes this, apologies for the noise.
Demo file created as described above:
black_demo.blend
Added subscriber: @clepsydrae
#73424 was marked as duplicate of this issue
#68725 was marked as duplicate of this issue
Added subscriber: @crantisz
I think, it is just side effect of dithering
Added subscribers: @Jeroen-Bakker, @JacquesLucke
@Jeroen-Bakker, can you provide additional information?
Added subscriber: @fclem
When workbench was initially designed as a viewport only draw engine. We added background dithering https://developer.blender.org/rBf938ff1010851c511f7525f4c3378f86b4e25a55 . Later it became a scene render engine, but not all options were revisited.
Perhaps we should make it an viewport only option, will check with @fclem.
(I note that as a workaround for anyone finding this, one can place a true-black plane in the background of the frame and it renders to true black.)
Added subscriber: @Foaly
@Jeroen-Bakker this was mostly aimed at reducing banding artifacts from gradient background. I wouldn't mind if you just remove it for solid colors (use a uniform to toggle).
Changed status from 'Open' to: 'Resolved'
Added subscriber: @sjhart
This issue doesn't seem to be resolved in 2.81. All three engines produce a dither pattern for solid-color backgrounds (not just black). Turning dither off (zero) fixes this. But of course is disadvantageous for other reasons.
Probably most people wouldn't care. But I'm adding up about 40 images in another program. They're all supposed to have a black background. So the small amounts of not-quite-black start to add up to give a gray background.
Confirmed on linux with 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash:
26bd5ebd42
Background isn't the same "x" pattern it was before (IIRC) but it is not black and is still dithered.
Could we please un-resolve this bug? It seems that it is still an issue? Thank you!
Changed status from 'Resolved' to: 'Confirmed'
@Jeroen-Bakker we should at least not dither if the background is solid.
I suggest to solve this with multiple patches.
The last part needs more fine tuning as this is done during color management in EEVEE and Workbench. Turning this one off results in lower quality render result. This is also visible when using matcaps. I mark this as Known Issue for now.
This should be fixed by the next DRAW color managment refactor. (hopefully commit for 2.83)
Added subscribers: @kurtloeffler, @ideasman42
Changed status from 'Confirmed' to: 'Resolved'
This has been fixed by the color management refactor.