Eevee volume render without shaders render parameters breaks #84502
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Reference: blender/blender#84502
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Windows 7
GTX 1060 6gd
blender-2.91.0-windows64
blender-2.92.0-
81c57c9471
-windows64Blender 2.83
in the absence of a volume shader node, the render parameters do not work correctly
bud_rep_1-1-1.blend
bug_rep_-obs-_1-1-1.mp4
Added subscriber: @mod_moder
Eevee volume render without shader breaks render parametersto Eevee volume render without shaders render parameters breaksAdded subscriber: @EAW
Changed status from 'Needs Triage' to: 'Archived'
Thank you for the report. While I can reproduce the artifacts, I wouldn't call this a bug.
An invisible emission node is added when a non-shader node is connected to the Material output. So there is no volume density to scatter and/or absorb the light.
I also noticed that I am able produce the same artifacts using the
Principled Volume
node, if I reduce theDensity
to 0.0.By adjusting the
End
,Samples
andDistribution
I am able to eliminate the volume artifacts. Try settingsSamples
lower than theEnd
, and setting theDistribution
to 1. The reason those settings are exposed to users is in order to workaround limitations with the current way Volumes are implemented in EEVEE.For more details, see:
https://docs.blender.org/manual/en/dev/render/materials/components/volume.html
https://docs.blender.org/manual/en/dev/render/eevee/render_settings/volumetrics.html#bpy-types-sceneeevee-volumetric
https://docs.blender.org/manual/en/dev/render/eevee/limitations.html#eevee-limitations-volumetrics
Test using 2.92
3db975f30d
OS: Windows-10-10.0.19041.630-SP0 64 Bits
GPU: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35
CPU: i7-950 @3.07 GHz SSE2 SSE3 SSE41