Large Scale Scenes Destroy Textures on 3D models while using Cycles Render Engine #94830

Closed
opened 2022-01-11 22:32:57 +01:00 by Animation Entertainment · 9 comments

System Information
Operating system: Windows 10, 64 bit
Graphics card: NVIDIA GEFORCE RTX MSI SUPRIM X 3090

Blender Version
Broken: 2.92 onwards
Worked: N/A, this has never worked.

Short description of error
When a textured 3D model ( one modeled and textured in Blender) is moved very far from the world origin Blender has problems maintaining the original appearance of said model's textures while in rendered shading view or while rendering a final image using the cycles render engine. The UV seams appear on the model and the the alpha node on the Principled BSDF doesn't work correctly when an image texture with a raw color space is attached to it ( an image texture which would be for the transparent part of the human eye, the cornea. This image texture is an off white image with a fully filled in back circle in the middle).

Exact steps for others to reproduce the error

  1. Append or Copy a fully textured 3D model (preferably a 3D character which was created in Blender) into a new Blender scene.

  2. Increase the clipping end to 50000 m and decrease the clipping start to 0.001 m.

  3. Select the entire 3D model and move it to 800 m on the Y axis

  4. Press "." (period) on the number pad to zoom into the model at it's new location.

  5. With the 3D model selected press and hold "Shift + S" and select "Cursor to selected"

  6. Add an area light and point it at the 3d model (make sure to increase the wattage of the light to an appropriate value so the model is adequately lit.

  7. Go to the Render Properties tab and switch the render engine to Cycles and adjust the samples and denoiser values to those of your liking.

  8. Switch the viewport Shading To Rendered.

**System Information** Operating system: Windows 10, 64 bit Graphics card: NVIDIA GEFORCE RTX MSI SUPRIM X 3090 **Blender Version** Broken: 2.92 onwards Worked: N/A, this has never worked. **Short description of error** When a textured 3D model ( one modeled and textured in Blender) is moved very far from the world origin Blender has problems maintaining the original appearance of said model's textures while in rendered shading view or while rendering a final image using the cycles render engine. The UV seams appear on the model and the the alpha node on the Principled BSDF doesn't work correctly when an image texture with a raw color space is attached to it ( an image texture which would be for the transparent part of the human eye, the cornea. This image texture is an off white image with a fully filled in back circle in the middle). **Exact steps for others to reproduce the error** 1. Append or Copy a fully textured 3D model (preferably a 3D character which was created in Blender) into a new Blender scene. 2. Increase the clipping end to 50000 m and decrease the clipping start to 0.001 m. 3. Select the entire 3D model and move it to 800 m on the Y axis 4. Press "." (period) on the number pad to zoom into the model at it's new location. 5. With the 3D model selected press and hold "Shift + S" and select "Cursor to selected" 6. Add an area light and point it at the 3d model (make sure to increase the wattage of the light to an appropriate value so the model is adequately lit. 7. Go to the Render Properties tab and switch the render engine to Cycles and adjust the samples and denoiser values to those of your liking. 8. Switch the viewport Shading To Rendered.

Added subscriber: @animation.entertainmenttv

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Added subscriber: @Alaska

Added subscriber: @Alaska
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Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

This is most likely a precision issue like the one reported here #43835 (ray offsetting giving precission problems / render artifacts / cracks on far away geometry)

If that is the case, it will likely be fixed with D12954: Removing ray offestting once it is merged into master

Are you able to share an image of the issue you're experiencing?

This is most likely a precision issue like the one reported here #43835 (ray offsetting giving precission problems / render artifacts / cracks on far away geometry) If that is the case, it will likely be fixed with [D12954: Removing ray offestting](https://archive.blender.org/developer/D12954) once it is merged into master Are you able to share an image of the issue you're experiencing?

Hello,

Here are two renders showing how the 3D model looks like at the world origin (Without Error) and how it looks far away from the world origin (With error).

Ray offsetting seems like the issue. I'm not 100% sure though. After viewing my renders what do you think? Blender Render With Error.png

Blender Render Without Error.png

Hello, Here are two renders showing how the 3D model looks like at the world origin (Without Error) and how it looks far away from the world origin (With error). Ray offsetting seems like the issue. I'm not 100% sure though. After viewing my renders what do you think? ![Blender Render With Error.png](https://archive.blender.org/developer/F12802451/Blender_Render_With_Error.png) ![Blender Render Without Error.png](https://archive.blender.org/developer/F12802450/Blender_Render_Without_Error.png)
Member

It looks like a ray offsetting issue to me. And testing with a few of my own files and following the steps you've provided, they also look like ray offsetting issues.

The only way to be 100% sure is to test your file in normal Blender and a version of Blender with the fix. Would you like to upload the file you're experiencing issues in for me to test? Or would you prefer to accept that this is due to ray offsetting?

It looks like a ray offsetting issue to me. And testing with a few of my own files and following the steps you've provided, they also look like ray offsetting issues. The only way to be 100% sure is to test your file in normal Blender and a version of Blender with the fix. Would you like to upload the file you're experiencing issues in for me to test? Or would you prefer to accept that this is due to ray offsetting?

I just tried my file in Blender 3.1.0 Alpha and the problem is still persistent.

However, I will accept your analysis of the issue considering you are experiencing the same thing and wait for the rat offsetting to be resolved.

Do you know whether the Ray offsetting fix will be updated in version 3.1.0 or will the update be merged into master on a later version?

I just tried my file in Blender 3.1.0 Alpha and the problem is still persistent. However, I will accept your analysis of the issue considering you are experiencing the same thing and wait for the rat offsetting to be resolved. Do you know whether the Ray offsetting fix will be updated in version 3.1.0 or will the update be merged into master on a later version?
Member

The plan is to have the ray offsetting fix added to Blender 3.1 soon. However their may be some delays.

The plan is to have the ray offsetting fix added to Blender 3.1 soon. However their may be some delays.
Member

Closed as duplicate of #43835

Closed as duplicate of #43835
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Reference: blender/blender#94830
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