Major shading errors when mixing a rough refractive shader with a transparent shader according to IOR #40896
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Reference: blender/blender#40896
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System Information
Win7 64 bit, Ivy Bridge i7 CPU, ATI 7xxx GPU, 16 gigs of RAM
Blender Version
Broken:
b5982f7
Worked: Any pre-2.71 release build (and possibly 2.71 itself).
Short description of error
The setup for combining a refractive shader with a transparent shader according to IOR (to get a custom fresnal) will not work properly anymore, now you will get a lot of dark and bright pixels that may get progressively worse with more samples. This only occurs when the roughness is not 0 though, as otherwise it will render properly. I suspect this may have been introduced with the importance sampling upgrade for Beckmann shading, as it seems to only affect post 2.71 release builds.
Exact steps for others to reproduce the error
Open the .blend file below and switch to rendered view to see the error, then change the roughness to 0 to see it render properly.
File
Cycles_shadingErrors.blend
Changed status to: 'Open'
Added subscriber: @Ace_Dragon
Added subscriber: @ThomasDinges
Confirmed, GGX and Beckmann render different here, compared to Blender 2.71.
Added subscriber: @SebastianRothlisberger
Added subscriber: @Sergey
Sergeys recent commit, fixes this file as well. There are no fireflies anymore. But it looks slightly different than in 2.71, not sure this is a bug.
Changed status from 'Open' to: 'Resolved'
We're using more appropriate importance sampling for microfasets now, we can't avoid differences in render results. Don't really think it's a bug.