Eevee volume render without shaders render parameters breaks #84502

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opened 2021-01-07 22:36:32 +01:00 by Iliya Katushenock · 4 comments

Windows 7
GTX 1060 6gd

blender-2.91.0-windows64
blender-2.92.0- 81c57c9471 -windows64
Blender 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

Windows 7 GTX 1060 6gd blender-2.91.0-windows64 blender-2.92.0- 81c57c9471db -windows64 Blender 2.83 in the absence of a volume shader node, the render parameters do not work correctly [bud_rep_1-1-1.blend](https://archive.blender.org/developer/F9555066/bud_rep_1-1-1.blend) [bug_rep_-_obs_-_1-1-1.mp4](https://archive.blender.org/developer/F9555067/bug_rep_-_obs_-_1-1-1.mp4)
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Iliya Katushenock changed title from Eevee volume render without shader breaks render parameters to Eevee volume render without shaders render parameters breaks 2021-01-07 22:37:18 +01:00
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Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
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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 the Density to 0.0.
By adjusting the End, Samples and Distribution I am able to eliminate the volume artifacts. Try settings Samples lower than the End, and setting the Distribution 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

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 the `Density` to 0.0. By adjusting the `End`, `Samples` and `Distribution` I am able to eliminate the volume artifacts. Try settings `Samples` lower than the `End`, and setting the `Distribution` 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 3db975f30dd3 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
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Reference: blender/blender#84502
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