Render looks differently in preview and render #73163
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Reference: blender/blender#73163
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System Information
Operating system: Linux-4.15.0-72-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21
Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-14 23:08, hash:
3edd8d5b07
Short description of error
Render looks differently in preview and render, that makes unpredictable results on render
Exact steps for others to reproduce the error
triangulation issue.blend
Note, that tiny line appears on surface of the model. So render has unpredictable artifacts, that are not shown in preview.
Notes
If model was triangulated manually (X -> Limited dissolve, then Ctrl+T), artifacts do not appear.
Model generated by converting curve to mesh.
Added subscriber: @crantisz
Added subscribers: @brecht, @EAW
I can confirm.
Rendering out a normal pass, the value of the Blue Channel changes from 0.00000 to -0.00000 on that line.
Here is the result of separating the channels in the compositor and running the normal layer's blue channel through a math node set to
Less Than
0.00@brecht So I am guessing this is a precision issue where
F12
render uses a different precision thanViewport Shading: Rendered
?I am not sure if this is a known limitation or a bug so I will leave it up to a developer with more knowledge in this area.
Triaging Note: When using the
Map Range
node, the defaultFrom Min
andTo Min
values are 0.00. Using the right then left arrow keys with the the values are as follows: 0.00 -> 0.100 -> -3.72529e-09It doesn't go back to 0.00 as I expected it to do. Included in case this is helpful information for possibly solving this issue.
I then took a closer look at the model and saw that there are 4 faces that make up that line.
I had missed this before as the
wireframe
overlay setting was 0.5Merging those faces
Fixes the issue of the line appearing in the render
It does so by setting the normal layer B channel to -0.00000
triangulation issue1.blend
System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13
Blender Version
Broken: version: 2.83 (sub 0), branch: master, commit date: 2020-01-15 06:16, hash:
6c0eeb1569
Triangulation works differently in preview and renderto Render looks differently in preview and renderAdded subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Confirmed'
Can also confirm, thise very thin triangle(s) somewhat behave differently.
This is likely a raytracing precision issue, maybe a difference between the dynamic viewport BVH and static BVH for final render. In general long thin triangles can be problematic.
There is some work underway to improve issues like this, see D6250: Fix #43835, #54284: Cycles with no ray offsetting. More a known issue than a bug.
Added subscriber: @ThomasDinges
Changed status from 'Confirmed' to: 'Resolved'
Cannot confirm this anymore with Blender 3.4, but was likely fixed in 3.2 already, see https://wiki.blender.org/wiki/Reference/Release_Notes/3.1/Cycles#Ray_Tracing_Precision