Invisible Particle emitter interferes with coplanar visible geometry if Display is not set to Rendered #29695

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opened 2011-12-26 22:07:43 +01:00 by Georg K · 4 comments

%%%Found in Blender 2.61 and r42867, Ubuntu 10.04 x32

In the attached file, there is a particle-emitting sphere that should be invisible (Render Emitter is off in the ParticleSystem settings) inside a glass sphere, but if Display in the Particle settings is set to anything else but Rendered (None, Point, Circle, Cross, Axis), strange effects occur in the viewport. All issues are only happening in Rendered display mode, not when using F12 (unless stated otherwise). The emitters are modeled from a copy of the respective sphere, so visible and invisible faces are coplanar.

Layer 1:

  • Moire pattern in the reflection of the emitting plane
  • If switching Display to Rendered, it works ok, but If I then activate Render Emitter, the moire effect is back - I would have assumed that it would render the emitter sphere opaque grey, eliminating all transparency from the glass.
  • If I add a subdivision modifier with level 1 to Sphere, it will be rendered grey
  • Problem gone when using static BVH ...but when combining Display Rendered, Render Emitter and Static BVH, some grey faces probably from the Sphere_Emitter appear on the Sphere that are also there in the F12 rendering (see "Cycles_CoplanarEmitterBug_faces artefact.jpg")

Layer 2:
(Glass sphere with enclosed air, emitter smaller than on layer 1, touching inner boundary of the glass sphere)

  • sphere looks triangulated
  • Problem persists with static BVH, but the effect is less pronounced

In short: If Display is set to Rendered, activating Render Emitter brings the artefacts back, so when Display is not set to Rendered, it behaves as if Render Emitter would be active.

BTW: I also get your "Problem with black lines in win32 renders" ToDo Item - but on Ubuntu 10.04 x32 !%%%

%%%Found in Blender 2.61 and r42867, Ubuntu 10.04 x32 In the attached file, there is a particle-emitting sphere that should be invisible (Render Emitter is off in the ParticleSystem settings) inside a glass sphere, but if Display in the Particle settings is set to anything else but Rendered (None, Point, Circle, Cross, Axis), strange effects occur in the viewport. All issues are only happening in Rendered display mode, not when using F12 (unless stated otherwise). The emitters are modeled from a copy of the respective sphere, so visible and invisible faces are coplanar. Layer 1: - Moire pattern in the reflection of the emitting plane - If switching Display to Rendered, it works ok, but If I then activate Render Emitter, the moire effect is back - I would have assumed that it would render the emitter sphere opaque grey, eliminating all transparency from the glass. - If I add a subdivision modifier with level 1 to Sphere, it will be rendered grey - Problem gone when using static BVH ...but when combining Display Rendered, Render Emitter and Static BVH, some grey faces probably from the Sphere_Emitter appear on the Sphere that are also there in the F12 rendering (see "Cycles_CoplanarEmitterBug_faces artefact.jpg") Layer 2: (Glass sphere with enclosed air, emitter smaller than on layer 1, touching inner boundary of the glass sphere) - sphere looks triangulated - Problem persists with static BVH, but the effect is less pronounced In short: If Display is set to Rendered, activating Render Emitter brings the artefacts back, so when Display is not set to Rendered, it behaves as if Render Emitter would be active. BTW: I also get your "Problem with black lines in win32 renders" ToDo Item - but on Ubuntu 10.04 x32 !%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%Fixed the particle emitter not being hidden now. However, moire or other artifacts are not considered bugs for overlapping faces, such situations should be avoided, it's undefined then which faces will be rendered in front of the other.%%%

%%%Fixed the particle emitter not being hidden now. However, moire or other artifacts are not considered bugs for overlapping faces, such situations should be avoided, it's undefined then which faces will be rendered in front of the other.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Author

%%%Ok, thanks !%%%

%%%Ok, thanks !%%%
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Reference: blender/blender#29695
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