Black boxes on a denoising render when using a .exr image as a environmental texture #51529

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opened 2017-05-17 10:23:26 +02:00 by bigbad · 13 comments

System Information
OS: Windows 10
GPU: AMD 390X 8gb, latest drivers
CPU+RAM: i7-5820k, 32gb Ram

Blender Version
2.78 12651ab

I'm using the benchmark file from Gooseberry and when default rendering with denoise on the black boxes appear at random when denoise kicks in. But it only appears when rendering with '.exr' file as environmental texture. If I convert the same file to '.hdr' file then the boxes are gone. No visual difference noted except for the black boxes.

gpu-black-blocks.jpg

**System Information** OS: Windows 10 GPU: AMD 390X 8gb, latest drivers CPU+RAM: i7-5820k, 32gb Ram **Blender Version** 2.78 12651ab I'm using the benchmark file from Gooseberry and when default rendering with denoise on the black boxes appear at random when denoise kicks in. But it only appears when rendering with '.exr' file as environmental texture. If I convert the same file to '.hdr' file then the boxes are gone. No visual difference noted except for the black boxes. ![gpu-black-blocks.jpg](https://archive.blender.org/developer/F600666/gpu-black-blocks.jpg)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @bigbad

Added subscriber: @bigbad

Added subscriber: @SteffenD

Added subscriber: @SteffenD

This EXR coming with this scene is known to contain NaNs. Saving it to HDR format "fixes" this. But even saving it as a new EXR (I tried 16bit half-float with ZIPS compression) got rid of the black boxes.
If you load the original environment EXR into Natron it displays a yellow warning that it replaced some NaNs with white.

This EXR coming with this scene is known to contain NaNs. Saving it to HDR format "fixes" this. But even saving it as a new EXR (I tried 16bit half-float with ZIPS compression) got rid of the black boxes. If you load the original environment EXR into Natron it displays a yellow warning that it replaced some NaNs with white.

Added subscribers: @LukasStockner, @brecht, @Sergey

Added subscribers: @LukasStockner, @brecht, @Sergey
Sergey Sharybin self-assigned this 2017-05-17 14:30:15 +02:00

This is similar to bug i've fixed in 581c819. Guess we need to move finiste check to image.cpp.

@LukasStockner , @brecht, any objections on that?

This is similar to bug i've fixed in 581c819. Guess we need to move finiste check to image.cpp. @LukasStockner , @brecht, any objections on that?
Member

Sounds fine if it doesn't cause a significant slowdown.
Releasing a fixed version of the scene would probably also be a good idea, this is the third "bug" caused by that HDR.

Sounds fine if it doesn't cause a significant slowdown. Releasing a fixed version of the scene would probably also be a good idea, this is the third "bug" caused by that HDR.

This issue was referenced by blender/cycles@081d59035b

This issue was referenced by blender/cycles@081d59035bfc42162f3bca32021ab007ef8e4b62

This issue was referenced by 1d49205b1a

This issue was referenced by 1d49205b1a1d39bdc47ac85ce8ec70a773a1a7e0

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

I'm not sure if we should release a fixed scene, testing if we handle weird HDR images correct is also valuable since users will likely encounter the as well.

I'm not sure if we should release a fixed scene, testing if we handle weird HDR images correct is also valuable since users will likely encounter the as well.

Added subscriber: @bliblubli

Added subscriber: @bliblubli

@brecht and @Sergey wouldn't it be better and possible to take last valid texel value instead of 0,0,0 for replacing NaNs while cycling through all the texels of the texture?

@brecht and @Sergey wouldn't it be better and possible to take last valid texel value instead of 0,0,0 for replacing NaNs while cycling through all the texels of the texture?
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Reference: blender/blender#51529
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