Regression: broken normal shading, sharp edges appear on smooth surfaces. #88368

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opened 2021-05-18 15:21:12 +02:00 by Vyacheslav Kobozev · 63 comments

System Information
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70

Blender Version
Broken: 2.93, version: 3.0.0 Alpha, branch: master, commit date: 2021-05-17 22:59, hash: 8057b98572
Worked: 2.83.9, 2,92

Caused by 1c22b551d0
To fix this, 5c4d24e1fd got reverted
Problem still persists though...

Short description of error

In newer versions normal mapping looks broken, sharp edges appear.
Eevee and Cycles have same bug.

updated: untitled.blend

difference in shading
2.93 on top, 2.8 down below:
F10274326

This effect appears even with very small angle of clean surface (without normal maps)
F10277755
F10122610

**System Information** Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70 **Blender Version** Broken: 2.93, version: 3.0.0 Alpha, branch: master, commit date: 2021-05-17 22:59, hash: `8057b98572` Worked: 2.83.9, 2,92 Caused by 1c22b551d0 To fix this, 5c4d24e1fd got reverted Problem still persists though... **Short description of error** In newer versions normal mapping looks broken, sharp edges appear. Eevee and Cycles have same bug. updated: [untitled.blend](https://archive.blender.org/developer/F10277753/untitled.blend) difference in shading **2.93 on top, 2.8 down below:** ![F10274326](https://archive.blender.org/developer/F10274326/image.png) This effect appears even with very small angle of clean surface (without normal maps) ![F10277755](https://archive.blender.org/developer/F10277755/изображение.png) ![F10122610](https://archive.blender.org/developer/F10122610/16211720.png) <video src="https://archive.blender.org/developer/F10122604/2021-05-18_16-17-05.mp4" title="F10122604/2021-05-18_16-17-05.mp4" controls></video>

Added subscriber: @Vyach

Added subscriber: @Vyach

#103025 was marked as duplicate of this issue

#103025 was marked as duplicate of this issue

#98955 was marked as duplicate of this issue

#98955 was marked as duplicate of this issue

#95540 was marked as duplicate of this issue

#95540 was marked as duplicate of this issue

#96249 was marked as duplicate of this issue

#96249 was marked as duplicate of this issue

#89320 was marked as duplicate of this issue

#89320 was marked as duplicate of this issue
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Added subscribers: @fclem, @lichtwerk

Added subscribers: @fclem, @lichtwerk
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Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
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I can confirm

This is due to 1c22b551d0

So this might be intended behavior (though I am a bit confused why this material actually still looks good on a flat plane and gives problems on a more convex sphere?)
@fclem: sorry for asking, but shouldnt less convex surfaces have more problems with invalid normals going through the surface?

I can confirm This is due to 1c22b551d0 So this might be intended behavior (though I am a bit confused why this material actually still looks good on a flat plane and gives problems on a more convex sphere?) @fclem: sorry for asking, but shouldnt less convex surfaces have more problems with invalid normals going through the surface?
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Raising awareness (by upping prio)

Raising awareness (by upping prio)

Added subscriber: @dfelinto

Added subscriber: @dfelinto

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

It indeed renders different in Cycles and EEVEE. So I don't even think it makes sense to pinpoint this to an EEVEE commit alone.
Example in Cycles 2.92:

image.png

Cycles 2.93:

image.png

To test in Cycles:

  • Switch render engine to Cycles
  • Go to rendered mode
  • In Viewport Shading umark "Scene Lights" and "Scene World"

Since this regression is not mentioned in the release notes I will mark as confirmed.

It indeed renders different in Cycles and EEVEE. So I don't even think it makes sense to pinpoint this to an EEVEE commit alone. Example in Cycles 2.92: ![image.png](https://archive.blender.org/developer/F10142777/image.png) Cycles 2.93: ![image.png](https://archive.blender.org/developer/F10142779/image.png) To test in Cycles: * Switch render engine to Cycles * Go to rendered mode * In Viewport Shading umark "Scene Lights" and "Scene World" Since this regression is not mentioned in the release notes I will mark as confirmed.
Member

Regarding Cycles vs. Eevee, note this comment:

In #88170#1159717, @fclem wrote:
This is due to a difference between Cycles and EEVEE.

EEVEE applies ensure_valid_reflection on glossy normal input where Cycles only applies it on normal mapped & bump node output.

Here is an example of the same behavior in cycles.

Capture d’écran du 2021-05-12 14-53-15.png

Unfortunately, we need to use ensure_valid_reflection to avoid nasty artifacts on glossy BSDF even without bump/normal mapping (see #81070 & #78501).

We keep the same behavior when SSR is off to keep consistency.

Note that EEVEE won't distort the normals for diffuse.

Regarding Cycles vs. Eevee, note this comment: > In #88170#1159717, @fclem wrote: > This is due to a difference between Cycles and EEVEE. > > EEVEE applies `ensure_valid_reflection` on glossy normal input where Cycles only applies it on normal mapped & bump node output. > > Here is an example of the same behavior in cycles. > > ![Capture d’écran du 2021-05-12 14-53-15.png](https://archive.blender.org/developer/F10087831/Capture_d_écran_du_2021-05-12_14-53-15.png) > > Unfortunately, we need to use `ensure_valid_reflection` to avoid nasty artifacts on glossy BSDF even without bump/normal mapping (see #81070 & #78501). > > We keep the same behavior when SSR is off to keep consistency. > > Note that EEVEE won't distort the normals for diffuse.
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Added subscriber: @EAW

Added subscriber: @EAW
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Unlike #88170 and #88400, this setup doesn't seem extreme.
I can confirm that the same issue occurs with a quadsphere as well.

Unlike #88170 and #88400, this setup doesn't seem extreme. I can confirm that the same issue occurs with a quadsphere as well.

If we need, we can roll back to the old implementation of ensure_valid_reflection.

If we need, we can roll back to the old implementation of `ensure_valid_reflection`.

Added subscriber: @brecht

Added subscriber: @brecht

Ok, seems we should roll back to the old implementation for both Cycles and Eevee.

Ok, seems we should roll back to the old implementation for both Cycles and Eevee.

This issue was referenced by c07c7957c6

This issue was referenced by c07c7957c6b4780b643e0e056a78a56b3e08f51b
Clément Foucault was assigned by Dalai Felinto 2021-05-27 15:35:26 +02:00

Assigning to Clément to roll back the EEVEE part of this.

Assigning to Clément to roll back the EEVEE part of this.

This issue was referenced by ba4228bcf7

This issue was referenced by ba4228bcf77e50368a7c84affd5e380bd45789a7

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'

Added subscriber: @geocentric_wage

Added subscriber: @geocentric_wage

This issue was referenced by None@62633

This issue was referenced by None@62633
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Not sure, but wondering why 5c4d24e1fd got reverted, when in fact this was caused by {1c22b551d0}?

Now it seems we still have this issue in 2.93 (and new reports like #89320 (Smooth Shading renders semi abrupt triangles) flying in.
@Vyach @dfelinto : is this fixed for you in 2.93?

Not sure, but wondering why 5c4d24e1fd got reverted, when in fact this was caused by {1c22b551d0}? Now it seems we still have this issue in 2.93 (and new reports like #89320 (Smooth Shading renders semi abrupt triangles) flying in. @Vyach @dfelinto : is this fixed for you in 2.93?
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Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123

@lichtwerk in 2.93.1 I have same issue

изображение.png

@lichtwerk in 2.93.1 I have same issue ![изображение.png](https://archive.blender.org/developer/F10188149/изображение.png)
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Changed status from 'Resolved' to: 'Confirmed'

Changed status from 'Resolved' to: 'Confirmed'
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Reopening then

Reopening then
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Added subscribers: @Celessude, @chemicalcrux, @ktdfly, @WCN

Added subscribers: @Celessude, @chemicalcrux, @ktdfly, @WCN

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Added subscriber: @RedMser

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poke

poke

Bump still not work properly…
untitled.blend

2021-08-08_02-08-49.mp4

Bump still not work properly… [untitled.blend](https://archive.blender.org/developer/F10273874/untitled.blend) [2021-08-08_02-08-49.mp4](https://archive.blender.org/developer/F10273875/2021-08-08_02-08-49.mp4)

Added subscriber: @MeshVoid

Added subscriber: @MeshVoid

That's a very bad bug and it's easily reproduced and on the nose. Why it's still not being paid attention to is a mystery to me. Makes 2.93 completely unusable.

That's a very bad bug and it's easily reproduced and on the nose. Why it's still not being paid attention to is a mystery to me. Makes 2.93 completely unusable.

In #88368#1203294, @Vyach wrote:
Bump still not work properly…
untitled.blend

2021-08-08_02-08-49.mp4

Aren't you getting these sharp square edges in every version of Blender when you use bump maps? I've just checked wave texture node in 2.93, 2.92, 2.83 and I get these squares everywhere until I use subd modifier with several subdivisions. all you have to do to see them is to have a lowpoly model, is that an intended behaviour, or it was always glitched?

> In #88368#1203294, @Vyach wrote: > Bump still not work properly… > [untitled.blend](https://archive.blender.org/developer/F10273874/untitled.blend) > > [2021-08-08_02-08-49.mp4](https://archive.blender.org/developer/F10273875/2021-08-08_02-08-49.mp4) Aren't you getting these sharp square edges in every version of Blender when you use bump maps? I've just checked wave texture node in 2.93, 2.92, 2.83 and I get these squares everywhere until I use subd modifier with several subdivisions. all you have to do to see them is to have a lowpoly model, is that an intended behaviour, or it was always glitched?

@MeshVoid
You are right. Just checked 2.79.
So it looks like Bump never worked properly

bump 2.79.blend

@MeshVoid You are right. Just checked 2.79. So it looks like Bump never worked properly [bump 2.79.blend](https://archive.blender.org/developer/F10274197/bump_2.79.blend)

Please, don't confuse the things. Bump maps have always behave in a similar way, so I never use them.
But we are talking about Normal maps. I've been using normals for years without subdivision modifiers and it always looked good. I had also informed this in the task #89320 which I opened for the same reason, and which was merged with this one bacause of them being related.

And also, to my understanding, it is not related to normals only. It is related to the way in which the engine manages the shading. Because you can also see it in objects that have no map at all. I'm giving an example of that too.

2.93 on top, 2.8 down below:
image.png

I'm leaving here the pics related to the matter. Take into account I'm using normals not bump maps, and both are the same file, just that one is opened in 2.92and then in 2.93for comparison.

Blender_2.93_Smooth_Shading_Triangles_Rendered.png
More_examples.png

I suggest reading the task #89320 too for better understanding of the pictures.

Thanks

Please, don't confuse the things. **Bump maps** have always behave in a similar way, so I never use them. But we are talking about **Normal maps**. I've been using normals for years without subdivision modifiers and it always looked good. I had also informed this in the task #89320 which I opened for the same reason, and which was merged with this one bacause of them being related. And also, to my understanding, it is not related to normals only. It is related to the way in which the engine manages the **shading**. Because you can also see it in objects that have no map at all. I'm giving an example of that too. **2.93 on top, 2.8 down below:** ![image.png](https://archive.blender.org/developer/F10274326/image.png) I'm leaving here the pics related to the matter. Take into account I'm using normals not bump maps, and both are the **same file**, just that one is opened in **2.92**and then in **2.93**for comparison. ![Blender_2.93_Smooth_Shading_Triangles_Rendered.png](https://archive.blender.org/developer/F10274320/Blender_2.93_Smooth_Shading_Triangles_Rendered.png) ![More_examples.png](https://archive.blender.org/developer/F10274322/More_examples.png) I suggest reading the task #89320 too for better understanding of the pictures. Thanks

In #88368#1203398, @Celessude wrote:
Please, don't confuse the things. Bump maps have always behave in a similar way, so I never use them.
But we are talking about Normal maps. I've been using normals for years without subdivision modifiers and it always looked good. I had also informed this in the task #89320 which I opened for the same reason, and which was merged with this one bacause of them being related.

And also, to my understanding, it is not related to normals only. It is related to the way in which the engine manages the shading. Because you can also see it in objects that have no map at all. I'm giving an example of that too.

2.93 on top, 2.8 down below:
image.png

I'm leaving here the pics related to the matter. Take into account I'm using normals not bump maps, and both are the same file, just that one is opened in 2.92and then in 2.93for comparison.

Blender_2.93_Smooth_Shading_Triangles_Rendered.png
More_examples.png

I suggest reading the task #89320 too for better understanding of the pictures.

Thanks

That's what I thought about wave texture in bump map, that it was always like that, it's intended, normal maps are broken though, it's a huge issue.

> In #88368#1203398, @Celessude wrote: > Please, don't confuse the things. **Bump maps** have always behave in a similar way, so I never use them. > But we are talking about **Normal maps**. I've been using normals for years without subdivision modifiers and it always looked good. I had also informed this in the task #89320 which I opened for the same reason, and which was merged with this one bacause of them being related. > > And also, to my understanding, it is not related to normals only. It is related to the way in which the engine manages the **shading**. Because you can also see it in objects that have no map at all. I'm giving an example of that too. > > **2.93 on top, 2.8 down below:** > ![image.png](https://archive.blender.org/developer/F10274326/image.png) > > I'm leaving here the pics related to the matter. Take into account I'm using normals not bump maps, and both are the **same file**, just that one is opened in **2.92**and then in **2.93**for comparison. > > ![Blender_2.93_Smooth_Shading_Triangles_Rendered.png](https://archive.blender.org/developer/F10274320/Blender_2.93_Smooth_Shading_Triangles_Rendered.png) > ![More_examples.png](https://archive.blender.org/developer/F10274322/More_examples.png) > > I suggest reading the task #89320 too for better understanding of the pictures. > > Thanks That's what I thought about wave texture in bump map, that it was always like that, it's intended, normal maps are broken though, it's a huge issue.
Vyacheslav Kobozev changed title from Regression: broken normal maps, sharp edges appear to Regression: broken normal shading, sharp edges appear on smooth surfaces. 2021-08-11 19:46:26 +02:00
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Added subscriber: @HDMaster84

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Hi, I just wanted to leave a little update on this. I'm not sure if might or not be of use though. It might not be related, but just in case.
Using the version 2.93.3, enabling/disabling refraction on either the material or EEVEE renderer, toggles it to worse if enabled, or as usual if disabled (By usual I mean as it is with the problem we are talking about)

Hi, I just wanted to leave a little update on this. I'm not sure if might or not be of use though. It might not be related, but just in case. Using the version 2.93.3, enabling/disabling refraction on either the material or EEVEE renderer, toggles it to worse if enabled, or as usual if disabled (By usual I mean as it is with the problem we are talking about)

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I would like to add to this:
Inconsistent normal behaviour is Cycles vs Eevee:
image.png

I have a setup with 5 pyramids:
The top left is just a pyramid with a diffuse shader, so faceting is expected.
The other ones all have some sort of attempt of making all normals point directly up.

The middle two use a setup like this, with either a straight vector, or a "Normal Map: World Space" node.

image.png

Bottom left uses displacement to reconstruct the pyramid shape from a flat surface.
Bottom right uses adata transfer: custom normalmodifier to have its normals point up.

The expected result would be a pyramid with equal shading on all surfaces.

This is Eevee:
image.png

3/4 work as expected (as I would expect, at least).
Only the "Displacement Only" version is still interpreted as a bump map.

image.png

1/4 work as expected, only the custom normal one shows even shading.

Here it is with a more extreme sun and camera angle:

Eevee:
image.png
The shadow artifact is expected here.

Cycles:
image.png
As expected the faceting gets worse.

Eevee normal buffer:
image.png

Cycles normal pass:
image.png

Strangely enough, the cycles Normal pass do show the normals pointing up correctly in most of the cases (except the "Displacement Only" version)

ShadingPyramids.blend

I've included a .blend file for easy testing.
And a video for more detail:

2022-02-20 17-11-00.mp4

I would like to add to this: Inconsistent normal behaviour is Cycles vs Eevee: ![image.png](https://archive.blender.org/developer/F12878782/image.png) I have a setup with 5 pyramids: The top left is just a pyramid with a diffuse shader, so faceting is expected. The other ones all have some sort of attempt of making all normals point directly up. The middle two use a setup like this, with either a straight vector, or a "*Normal Map: World Space*" node. ![image.png](https://archive.blender.org/developer/F12878792/image.png) Bottom left uses displacement to reconstruct the pyramid shape from a flat surface. Bottom right uses a*data transfer: custom normal*modifier to have its normals point up. The expected result would be a pyramid with equal shading on all surfaces. This is Eevee: ![image.png](https://archive.blender.org/developer/F12878770/image.png) 3/4 work as expected (as I would expect, at least). Only the "Displacement Only" version is still interpreted as a bump map. ![image.png](https://archive.blender.org/developer/F12878784/image.png) 1/4 work as expected, only the custom normal one shows even shading. Here it is with a more extreme sun and camera angle: Eevee: ![image.png](https://archive.blender.org/developer/F12878790/image.png) The shadow artifact is expected here. Cycles: ![image.png](https://archive.blender.org/developer/F12878788/image.png) As expected the faceting gets worse. Eevee normal buffer: ![image.png](https://archive.blender.org/developer/F12878805/image.png) Cycles normal pass: ![image.png](https://archive.blender.org/developer/F12878802/image.png) Strangely enough, the cycles Normal pass do show the normals pointing up correctly in most of the cases (except the "Displacement Only" version) [ShadingPyramids.blend](https://archive.blender.org/developer/F12878807/ShadingPyramids.blend) I've included a .blend file for easy testing. And a video for more detail: [2022-02-20 17-11-00.mp4](https://archive.blender.org/developer/F12878821/2022-02-20_17-11-00.mp4)
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Report is not appearing in normal searches and issue is still replicable on latest builds. So adding back #bf_blender project to this report
With Cycles I don't see any differences on comparing working and broken versions (as reported in task description)

2.92 2.93 3.2.0
Cycles image.png image.png image.png
EEVEE image.png image.png image.png
Report is not appearing in normal searches and issue is still replicable on latest builds. So adding back #bf_blender project to this report With Cycles I don't see any differences on comparing working and broken versions (as reported in task description) | | 2.92 | 2.93 | 3.2.0 | | -- | -- | -- | -- | | Cycles | ![image.png](https://archive.blender.org/developer/F12884475/image.png) | ![image.png](https://archive.blender.org/developer/F12884477/image.png) | ![image.png](https://archive.blender.org/developer/F12884479/image.png) | | EEVEE | ![image.png](https://archive.blender.org/developer/F12884481/image.png) | ![image.png](https://archive.blender.org/developer/F12884483/image.png) | ![image.png](https://archive.blender.org/developer/F12884485/image.png) |
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In #88368#1180697, @lichtwerk wrote:
Not sure, but wondering why 5c4d24e1fd got reverted, when in fact this was caused by {1c22b551d0}?

Now it seems we still have this issue in 2.93 (and new reports like #89320 (Smooth Shading renders semi abrupt triangles) flying in.
@Vyach @dfelinto : is this fixed for you in 2.93?

@fclem: since this a recurring issue, could you check this again?

> In #88368#1180697, @lichtwerk wrote: > Not sure, but wondering why 5c4d24e1fd got reverted, when in fact this was caused by {1c22b551d0}? > > Now it seems we still have this issue in 2.93 (and new reports like #89320 (Smooth Shading renders semi abrupt triangles) flying in. > @Vyach @dfelinto : is this fixed for you in 2.93? @fclem: since this a recurring issue, could you check this again?
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@Vyach is this fixed for you in 2.93?

Checked 2.93.7
Eevee, — broken
Cycles — broken:
изображение.png

>> @Vyach is this fixed for you in 2.93? Checked 2.93.7 Eevee, — broken Cycles — broken: ![изображение.png](https://archive.blender.org/developer/F13035812/изображение.png)

After rereading through the whole topic, I can affirm this is indeed a known limitation. This regression was needed to ensure correct reflection rays. And since EEVEE is going to require more and more raytracing, I don't see any working around that. Since shooting ray above the surface horizon requires clipping to the visible hemisphere, we are bound to have either some really weird reflection distortion (like proposed in D12269 which does not entirely fix the issue) or some kind of edge artifacts.

The issue has been affecting Cycles and EEVEE for a very long time with no real fix so I don't consider it high priority.

After rereading through the whole topic, I can affirm this is indeed a known limitation. This regression was needed to ensure correct reflection rays. And since EEVEE is going to require more and more raytracing, I don't see any working around that. Since shooting ray above the surface horizon requires clipping to the visible hemisphere, we are bound to have either some really weird reflection distortion (like proposed in [D12269](https://archive.blender.org/developer/D12269) which does not entirely fix the issue) or some kind of edge artifacts. The issue has been affecting Cycles and EEVEE for a very long time with no real fix so I don't consider it high priority.

In #88368#1354967, @fclem wrote:
The issue has been affecting Cycles and EEVEE for a very long time with no real fix so I don't consider it high priority.

Just a one question.
Do somebody, ever, in other engines had or had solved this issue?
It is about theoretical probability of solving, not about solving now with current engines

> In #88368#1354967, @fclem wrote: > The issue has been affecting Cycles and EEVEE for a very long time with no real fix so I don't consider it high priority. Just a one question. Do somebody, ever, in other engines had or had solved this issue? It is about theoretical probability of solving, not about solving now with current engines

Added subscriber: @JacobMerrill-1

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Can we do 'both' behaviors ?

the old and new and use a check box?

this new normal is pretty busted for actual usage?

does eevee next have better normal maps?

Can we do 'both' behaviors ? the old and new and use a check box? this new normal is pretty busted for actual usage? does eevee next have better normal maps?
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Added subscriber: @supereggbert

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In #88368#1373350, @JacobMerrill-1 wrote:
Can we do 'both' behaviors ?

There is no reason to keep both.
With 2.8 you can make autosmooth 180° and mark sharp corners, exactly where you need.

> In #88368#1373350, @JacobMerrill-1 wrote: > Can we do 'both' behaviors ? There is no reason to keep both. With 2.8 you can make autosmooth 180° and mark sharp corners, exactly where you need.

I made corner case example, may be this will allow to assume what happens with normals.
Also this case works well in 2.83
So once you`ve made it, please made again :)
2022-09-04_09-43-12.mp4
no zero normal.blend

2.83:
изображение.png

I made corner case example, may be this will allow to assume what happens with normals. Also this case works well in 2.83 So once you`ve made it, please made again :) [2022-09-04_09-43-12.mp4](https://archive.blender.org/developer/F13457783/2022-09-04_09-43-12.mp4) [no zero normal.blend](https://archive.blender.org/developer/F13457793/no_zero_normal.blend) 2.83: ![изображение.png](https://archive.blender.org/developer/F13457850/изображение.png)

perhaps related to #88848 (Regression, Eevee: Fill with single normal produces wrong result)

perhaps related to #88848 (Regression, Eevee: Fill with single normal produces wrong result)
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Added subscriber: @simon_lusenc

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Since my report got merged, I tried my case on 2.83. Turns out normals maps are properly rendered.

Now I'm wondering is this being addressed in near feature?

Otherwise I will fallback to 2.83, since I need proper visualization for my production models.

Since my report got merged, I tried my case on 2.83. Turns out normals maps are properly rendered. Now I'm wondering is this being addressed in near feature? Otherwise I will fallback to 2.83, since I need proper visualization for my production models.
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Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
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No project
No Assignees
21 Participants
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Reference: blender/blender#88368
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