Eevee refractions don't work anymore #70644
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Reference: blender/blender#70644
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System Information
Operating system: Linux-5.0.12-050012-generic-x86_64-with-neon-18.04-bionic 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50
Blender Version
Broken: version: 2.81 (sub 14), branch: master, commit date: 2019-10-08 09:53, hash:
270562fe12
Worked:
b1baebd022
Short description of error
Refractions make the mesh look flat shaded and stop working completely when you zoom out a little bit.
oct8 version:
oct1 version:
Exact steps for others to reproduce the error
Open the attached file and go into material view.
eevee_refraction.blend
Added subscriber: @Likkez-2
Added subscriber: @EAW
Addition information for the developers.
I can confirm this issue using 2.81 (sub 14), branch: master, commit date: 2019-10-06 14:05, hash:
54a9649e26
This is related to the other recent bump node bug reports.
Setting the shading to flat instead of smooth results in the refraction looking normal.
Replacing the bump node with the displacement node results in the refraction looking normal.
Cranking up the midlevel on the displacement node (about 70 here) results in a similar effect to the bump node issue.
System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35
Closed as duplicate of #70611
Added subscriber: @fclem
@fclem I've noticed this task was closed as a duplicate and you've fixed it in the #70614 however if I test the file on this page the issue is still there. Can you please test the file attached to this task?
Changed status from 'Duplicate' to: 'Open'
Well I'm not sure this is to be considered a bug. Plugging the bump map into the displacement socket is not supported. And it wasn't even supported before the bump refactor. Only the resulting artifact has changed. Cycles seems to handle this more gracefully but I'm not sure we can consider this a bug.A more in depth analysis reveals that
9b034355e4
introduced it. This is because the geometry nodes added by the bump relinking have the dFdx/dFdy offsets applied to their values. However, the geometry node does need to have the dFdx/dFdy offsets applied if they are used as part of the bump tree (i.e: used as texture coordinate).More simply put, the problem comes down to this:
I believe this is because the normal is not normalized after applying the dFdx/dFdy offsets.
This issue was referenced by
8ada685581
Changed status from 'Open' to: 'Resolved'