MNEE caustics don't render with specific materials when Filter Glossy = 0 #97056
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Reference: blender/blender#97056
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System Information
Operating system: Linux-5.16.0-5-amd64-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54
Blender Version
Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-04-05 02:29, hash:
8333b681a7
Worked: Never as this feature was introduced recently
Short description of error
MNEE caustics won't render for
Glass BSDF
orRefraction BSDF
with a roughness of0
ifFilter Glossy
is equal to0
Exact steps for others to reproduce the error
Caustic Caster
,Caustic Receiver
, andShadow Caustic
light.Caustic Caster
aGlass BSDF
orRefraction BSDF
with roughness set to0
.Caustic Caster
onto theCaustic Receiver
Filter Glossy
to0
and notice that the caustics have disappeared.Principled BSDF
setup to act like glass also resolves the issue.Based on these observations, it seems MNEE caustics don't work if you're using a casutics caster with a
Glass BSDF
orRefraction BSDF
with a roughness of0
andFilter Glossy
of0
.If the roughness is higher than
0
, then MNEE caustics work.If
Filter Glossy
is higher then0
, then MNEE caustics work.If the material is a
Principled BSDF
, then MNEE caustics work.Here is a file with steps 1-5 done for you:
#97056 - MNEE caustics and filter glossy bug.blend
Added subscriber: @Alaska
MNEE caustics don't render with specific materials and when Filter Glossy = 0to MNEE caustics don't render with specific materials when Filter Glossy = 0Added subscriber: @olivier.fx
CC @olivier.fx
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @PratikPB2123
Added subscriber: @lichtwerk
Following the policy of "bug in new feature = high prio", will raise priority
This issue was referenced by
110eb23005
Changed status from 'Confirmed' to: 'Resolved'
Changed status from 'Resolved' to: 'Confirmed'
I used the wrong bug number in the commit, reopening.
Added subscriber: @brecht
@olivier.fx, is this something you plan to look into? Or need help with a design / implementation question?
I'm taking a look now @brecht. I believe this has to do with adding support for CLOSURE_BSDF_REFRACTION_ID and CLOSURE_BSDF_SHARP_GLASS_ID bsdfs (raising the roughness slightly will bring the caustics back).
With D14901, I now get a caustic for all 3 sharp bsdfs, includinh for example the glass bsdf with roughness 0:
This issue was referenced by
dc55e095e6
Changed status from 'Confirmed' to: 'Resolved'