Eevee: Refraction BSDF is using world probe during glossy bake. #77561

Closed
opened 2020-06-07 08:28:56 +02:00 by Mark Stead · 11 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19

Blender Version
Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f7
BTW this could be "working as designed". I think Eevee has always behaved like this. Put this bug against 2.90 instead if that makes more sense.

Short description of error
I'm using a reflection cubemap around a glass shiny object in order to reflect objects in the scene rather than just the world HDRI.
When baking indirect lighting, I see that initially the glass object reflects the world environment map. Hence this causes some illumination on the light probes.
Only once baking is finished does the glass object revert to reflecting what is in the reflection cubemap.
Strangely, if I remove the glass object, and replace with a chrome object then I do not observe any illumination from the object.

Exact steps for others to reproduce the error
I will attach a blend file that has:

  • HDRI environment map. (Well I won't actually embed with in the file - you will need to stick in any HDRI - the one I used was https://hdrihaven.com/hdri/?h=green_point_park.)
  • The scene has no lights apart from the environment.
  • A room object (cube with solidify), and a Diffuse BSDF material (so there are no reflections).
  • A camera inside the room.
  • An irradiance volume covering the entire room. (Display of probes has been enabled)
  • A reflection cubemap "covering" the glass/chrome ball, but positioned next to it.
  • A glass ball, with Principled BSDF material (Roughness 0, Transmission 1)
  • A chrome ball (initially disabled from view/render), with Principled BSDF material (Roughness 0, Metallic 1)
    Key thing is the the scene should be black. The entire room is a closed cube.

With viewport shading set to rendered.
Click on Bake Indirect Lighting.
When baking starts, the first you see is a black scene with glass ball environment reflections showing.
Then as the baking proceeds, the light probes capture this lighting.
Finally when baking finishes, the glass ball becomes mostly greyish - reflecting what is provided by the reflection cubemap.
The final scene is illuminated based on the lighting information initially present in the glass ball.

Disabled the glass ball object, and enable the chrome ball object instead.
Start baking again.
When baking starts, the first you see is a black scene with chrome ball environment reflections showing.
When baking finishes, the chrome ball, and the entire scene is black.
And this is what I expected when there was a glass ball.

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 **Blender Version** Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: `211b6c29f7` BTW this could be "working as designed". I think Eevee has always behaved like this. Put this bug against 2.90 instead if that makes more sense. **Short description of error** I'm using a reflection cubemap around a glass shiny object in order to reflect objects in the scene rather than just the world HDRI. When baking indirect lighting, I see that initially the glass object reflects the world environment map. Hence this causes some illumination on the light probes. Only once baking is finished does the glass object revert to reflecting what is in the reflection cubemap. Strangely, if I remove the glass object, and replace with a chrome object then I do not observe any illumination from the object. **Exact steps for others to reproduce the error** I will attach a blend file that has: - HDRI environment map. (Well I won't actually embed with in the file - you will need to stick in any HDRI - the one I used was https://hdrihaven.com/hdri/?h=green_point_park.) - The scene has no lights apart from the environment. - A room object (cube with solidify), and a Diffuse BSDF material (so there are no reflections). - A camera inside the room. - An irradiance volume covering the entire room. (Display of probes has been enabled) - A reflection cubemap "covering" the glass/chrome ball, but positioned next to it. - A glass ball, with Principled BSDF material (Roughness 0, Transmission 1) - A chrome ball (initially disabled from view/render), with Principled BSDF material (Roughness 0, Metallic 1) Key thing is the the scene should be black. The entire room is a closed cube. With viewport shading set to rendered. Click on Bake Indirect Lighting. When baking starts, the first you see is a black scene with glass ball environment reflections showing. Then as the baking proceeds, the light probes capture this lighting. Finally when baking finishes, the glass ball becomes mostly greyish - reflecting what is provided by the reflection cubemap. The final scene is illuminated based on the lighting information initially present in the glass ball. Disabled the glass ball object, and enable the chrome ball object instead. Start baking again. When baking starts, the first you see is a black scene with chrome ball environment reflections showing. When baking finishes, the chrome ball, and the entire scene is black. And this is what I expected when there was a glass ball.
Author

Added subscriber: @MarkStead-2

Added subscriber: @MarkStead-2
Author
[Reflection Illumination.blend](https://archive.blender.org/developer/F8588598/Reflection_Illumination.blend)
Author

Image showing the start of baking (21%) with the glass ball - and how some light probes are lighting up.
image.png

This is the completion of the baking for the glass ball.
image.png

Image showing the start of baking (21%) with the glass ball - and how some light probes are lighting up. ![image.png](https://archive.blender.org/developer/F8588599/image.png) This is the completion of the baking for the glass ball. ![image.png](https://archive.blender.org/developer/F8588602/image.png)

Added subscriber: @Nakara

Added subscriber: @Nakara

Removed subscriber: @Nakara

Removed subscriber: @Nakara
Member

Added subscribers: @fclem, @lichtwerk

Added subscribers: @fclem, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can confirm.

Not seeing this mentioned in https://docs.blender.org/manual/en/dev/render/eevee/render_settings/indirect_lighting.html or otherwise being able to make sense of this [might be wrong though], would think this is a bug (or should be changed?)

CC @fclem

Can confirm. Not seeing this mentioned in https://docs.blender.org/manual/en/dev/render/eevee/render_settings/indirect_lighting.html or otherwise being able to make sense of this [might be wrong though], would think this is a bug (or should be changed?) CC @fclem

This is because the probe is capturing the ball itself. So it still appear in reflections & refractions from the inside.

A metal ball have its glossy contribution set to 0 (black) durring bake. So I guess we could do that for refraction too.

This is because the probe is capturing the ball itself. So it still appear in reflections & refractions from the inside. A metal ball have its glossy contribution set to 0 (black) durring bake. So I guess we could do that for refraction too.
Clément Foucault changed title from Eevee reflective glass objects cast illumination ignoring the reflection cubemap to Eevee: Refraction BSDF is using world probe during glossy bake. 2020-06-23 19:10:23 +02:00

This issue was referenced by dede4aac5b

This issue was referenced by dede4aac5be942d7619d29680a7534e536617946

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Clément Foucault self-assigned this 2020-11-17 15:57:01 +01:00
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Reference: blender/blender#77561
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