Alpha textures do not work with holdout collection in Eevee #88185
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Reference: blender/blender#88185
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92
Blender Version
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-08 23:52, hash:
3c7b80ae2c
Worked: None
Short description of error
When setting a collection to holdout in Eevee, objects with an alpha texture will display as the entire object being held out, but the expected behaviour is possible using a Holdout shader. This can be very inconvenient as then you have to duplicate and remove all models using alpha textures from the collection and create unique materials for them.
The collection set to holdout.
The expected behaviour using a material with alpha blend to hold out the object.
Exact steps for others to reproduce the error
HoldoutAlpha.blend
Added subscriber: @TimBL
Added subscriber: @razed
Added subscriber: @filedescriptor
Not sure if we can call this a bug. This looks to me more like a missing feature since the code is working as intended.
Added subscribers: @brecht, @iss
I also think this works as expected.
If anything there may be regression from 2.90 to 2.91 in cycles where collection holdout state doesn't make any difference. @brecht or was that intentional change?
Since
981d7381cd
you should get expected result, when collection is not held out. @TimBL isn't this how you made your second image with expected behavior? Because I don't understand why that would be problem, or how shading should other work otherwise when collection is not held out.Added subscriber: @fclem
It's up to @fclem to decide if this should be considered a bug or future improvement for Eevee.
In Cycles we changed the behavior to use transparency for holdout objects, which I think is the correct thing to do.
6435acd8f6
Thanks for the responses, wasn't sure if this was a bug or missing feature.
I'm not sure I follow. I can attain the result using the 2nd method, but for example: I'm linking in a set to my file that contains a forest with leaves using alpha textures that I want held-out. I now have to go back into the forest blend file, duplicate that collection and assign new materials to it using the holdout shader, then link that in and use it. This can turn a simple task into a bit of a lengthy one if there's a lot of materials with transparency. That has been my solution anyway, maybe theres a better way that I'm just missing!
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Setting status to "Needs Information from Developers" then.
Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
I acknowledged that this is a serious workflow isssue. I will consider this as a feature request / TODO.
Added subscriber: @EAW