Black artefacts on materials with refraction on CPU #66296
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Reference: studio/blender-studio#66296
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System Information
Operating system: Linux-4.13.0-46-generic-x86_64-with-debian-stretch-sid 64 Bits
Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130
Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-01 07:44, hash:
blender/blender@65d770ffa3
Example File
bug_report.blend
Short description of error
When rendering object that have a refractive material with transmission there's a chance to get black artefacts when the object is close to others. While working on a character I encountered this issue on the eye shader of the transparent cornea, which is covering the inner eye object:
This only happens when rendering on the CPU with F12 and having shadows disabled in ray visibility. The world shader and using HDRIs also seems to have an effect on the artefacts but I'm not sure how. Disabling diffuse in the ray visibility settings might lessen or strengthen the black artefacts.
I tried increacing the distance of the 2 objects but the artefacts just became more scattered. It also makes it more visible that they are based on the topology of the refractive object.
Exact steps for others to reproduce the error
Added subscriber: @JulienKaspar
Added subscriber: @brecht
Added subscriber: @SteffenD
Added subscriber: @ZedDB
The artifacts seem only to be visible in the final render (not in the viewport preview render).
Added subscriber: @oweissbarth
The artifacts seem to only appear when using the svm backend. Using the osl backend it looks fine.
Added subscriber: @Sergey
Assigning to @Sergey since this seems to be related to BVH8.
The bug does not happen when:
This issue was referenced by blender/cycles@bd4fb205c9
This issue was referenced by blender/blender@9ffb87c629
Changed status from 'Open' to: 'Resolved'