Cycles volume shader position vector bleeds from objects behind #89814
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Reference: blender/blender#89814
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System Information
Operating system: Linux-5.11.0-7614-generic-x86_64-with-glibc2.32 64 Bits
Graphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01
Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-11 05:31, hash:
2289e26fa3
Worked: unknown
Short description of error
A low percentage of rays seems to get the incorrect position information in a volumetric shader. Under specific circumstances this can cause very bright unwanted artifacts around an objects outline.
Exact steps for others to reproduce the error
Turn on viewport rendering on following file:
volume_shader_position.blend
After a few hundred samples a bunch of pixels should show the artifacts.
Added subscriber: @SimonThommes
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
@SimonThommes : do you think this could be the same as {#86742}?
Closed as duplicate of #86742
@lichtwerk This does seem to me like the same issue. I can also confirm that this increases with distance from the world origin, which makes sense as it's most likely a precision error.
I did already poke Brecht about it in person, as this is an issue we are running into in production at the studio and he mentioned he might have an idea how to identify these faulty rays.
But yes, these two tasks can probably be merged afaict.
Added subscriber: @brecht
@SimonThommes, unfortunately I don't have a quick solution for this issue, it's quite complicated to improve ray-tracing precision to avoid this.
@brecht Ah okay, thanks for looking into it! I'll try to cheat my way around it for Sprite Fright then, as this is quite a niche issue and probably shouldn't have priority otherwise.
Added subscriber: @Tetrino
Just want to say I am glad that people who have more working knowledge with Blender have seen this issue and have a more technical background for the causes. Love this community.