Noisey White Noise #71771
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Reference: blender/blender#71771
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System Information
Operating system: Windows-10-10.0.15063 64 Bits
Graphics card: Quadro M2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.94
Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash:
26bd5ebd42
Worked: (optional)
Short description of error
In EEVEE, the new White Noise shader node its output depends on the 3D world-space coordinate while its input vector is constant. I expect that the output of the node would be the same for the same inputs (like Cycles does).
Exact steps for others to reproduce the error
Load the attached .blend file:
NoiseyWhiteNoise.blend
Observe the node tree and the output:
The node tree is set up to feed the same vector into the White Noise node for larger regions such that a randomized checkerboard pattern should result.
Now switch to Cycles and the output is as expected:
When (in EEVEE) the selected input texture coordinate 'Generated' is replaced by 'Object' or 'Normal', the issue is still there. The issue is gone when replacing 'Generated' by 'UV', 'Camera', 'Window', or 'Reflection'.
Added subscriber: @Ivo
#97188 was marked as duplicate of this issue
#71819 was marked as duplicate of this issue
Added subscriber: @mano-wii
I can't reproduce the problem.
Is this a specific problem with Nvidia GPUs?
Could you test on one of the latest Blender builds? https://builder.blender.org/download/
I'm sorry, I have only one computer (capable of) running Blender.
I just found that, when the camera projection is set to 'orthogonal' instead of 'perspective', the issue does not show up (so it only happens in 'perspective' projection).
I tried with the 2.82 alpha from this morning and got the same results:
System Information
Operating system: Windows-10-10.0.15063 64 Bits
Graphics card: Quadro M2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.94
Blender Version
Broken: version: 2.82 (sub 1), branch: master, commit date: 2019-11-24 14:51, hash:
249f4423ee
Worked: (optional)
Doing less-reproducible testing by inserting a Vector Mapping Node before the Multiply node and adjusting Location.X in steps 1/10, I started to suspect it is a z-fighting issue. Or more precisely, the Floor node sometimes floors down to 0.0 and sometimes it floors to 1.0 along the same cube face.
Added subscriber: @MarcinTwarowski
Same problem on
Added subscribers: @OmarEmaraDev, @fclem
@OmarEmaraDev, @fclem, what do you think?
This does not seem to be a known limitation as I cannot reproduce the problem on the
Radeon (TM) RX 480 Graphics
.I can reproduce the issue in Cycles but not in EEVEE. Either way, I would consider it a known limitation as described in the documentation:
https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/white_noise.html#notes
I'd agree that it looks very much like the "known limitation" mentioned by @OmarSquircleArt. But the documentation mentions: "This issue mostly affects Cycles but not Eevee....". I suggest updating the documentation to reflect that it happens for Cycles and EEVEE.
@Ivo Yes, I agree. But lets see if Clement has anything to say about this first.
Yes I agree with updating the documentation. Also note that some operations are even implementation dependent.
Changed status from 'Open' to: 'Archived'
Since it is a known limitation, I will close the report.
But now that I know it depends on the platform, it really looks like something that needs to be investigated.
(it's not uncommon for people to work on one computer and render on another).
Added subscribers: @Rigoletto, @BartekMoniewski, @EAW
Added subscribers: @Leroy-Xie, @lone_noel