Grid in rendered orthogonal views does not adapt to displacement #82337

Open
opened 2020-11-02 22:30:11 +01:00 by Wouter Stomp · 11 comments

System Information
Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits; macOS-14.2.1-arm64-arm-64bit 64 Bits
Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16; Metal API Apple M1 Max 1.2

Blender Version
Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-01 20:34, hash: c887a50f62; 4.2.0 Alpha, branch: main, commit date: 2024-03-10 18:36, hash: 703353b5dafc
Worked: unknown

Short description of error
When in cycles rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results.

Exact steps for others to reproduce the error
Add displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot.
Schermafbeelding 2020-11-02 om 22.27.59.png

**System Information** Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits; macOS-14.2.1-arm64-arm-64bit 64 Bits Graphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16; Metal API Apple M1 Max 1.2 **Blender Version** Broken: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-01 20:34, hash: `c887a50f62`; 4.2.0 Alpha, branch: main, commit date: 2024-03-10 18:36, hash: `703353b5dafc` Worked: unknown **Short description of error** When in cycles rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results. **Exact steps for others to reproduce the error** Add displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot. ![Schermafbeelding 2020-11-02 om 22.27.59.png](https://archive.blender.org/developer/F9172783/Schermafbeelding_2020-11-02_om_22.27.59.png)
Author

Added subscriber: @blenderrocket

Added subscriber: @blenderrocket

Added subscriber: @StephenSwaney

Added subscriber: @StephenSwaney

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

A .blend would be very helpful. Got a simple one?

A .blend would be very helpful. Got a simple one?
Author

Here you go
gridbug.blend

Here you go [gridbug.blend](https://archive.blender.org/developer/F9186499/gridbug.blend)
Author

I just noticed it is also buggy in perspective view (file above):
Schermafbeelding 2020-11-03 om 23.46.40.png

I just noticed it is also buggy in perspective view (file above): ![Schermafbeelding 2020-11-03 om 23.46.40.png](https://archive.blender.org/developer/F9186509/Schermafbeelding_2020-11-03_om_23.46.40.png)
Member

Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'
Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Member

This is by design, but will mark it as a known issue as there isn't a good solution without introducing other artifacts. The cause of this is that Cycles only provides the colors, and the depth is provided by the draw manager (OpenGL). Providing the depth buffer by cycles would still introduce artifacts in any overlay.

Even if possible, and without any overhead implementing displacement to all other areas (depth, selection, workbench, eevee, overlay) would still mean that it only works for render engines that share blender's node tree.

This is by design, but will mark it as a known issue as there isn't a good solution without introducing other artifacts. The cause of this is that Cycles only provides the colors, and the depth is provided by the draw manager (OpenGL). Providing the depth buffer by cycles would still introduce artifacts in any overlay. Even if possible, and without any overhead implementing displacement to all other areas (depth, selection, workbench, eevee, overlay) would still mean that it only works for render engines that share blender's node tree.
Philipp Oeser removed the
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EEVEE & Viewport
label 2023-02-09 15:14:24 +01:00
Author

Eevee next does handle this properly (only the selection outline is still shown at the non-displaced location, which might be by design). As the overlay engine was also refactored, it might be more easily fixable now for cycles too?

Eevee next does handle this properly (only the selection outline is still shown at the non-displaced location, which might be by design). As the overlay engine was also refactored, it might be more easily fixable now for cycles too?
Member

It is a limitation for any “external” render engine. Cycles has been written as an external render engine and shows the same limitations.

Overlay engine refactor is planned for later, but would not change this. The proper solution would be that external render engines would also send their depth/z buffer when used in the viewport. I am not aware of anyone working on that topic. A related topic would be multi layered viewport rendering as part of the viewport compositor.

It is a limitation for any “external” render engine. Cycles has been written as an external render engine and shows the same limitations. Overlay engine refactor is planned for later, but would not change this. The proper solution would be that external render engines would also send their depth/z buffer when used in the viewport. I am not aware of anyone working on that topic. A related topic would be multi layered viewport rendering as part of the viewport compositor.
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Reference: blender/blender#82337
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