Eevee trying to play God - Let there be light. #87233

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opened 2021-04-06 11:56:27 +02:00 by Jaggz H · 4 comments

Operating system: Linux Debian Stable
Not sure if GPUs/drivers are the issue:
Failing on Graphics card: GTX970, 2070's, both with Nvidia official (non-free debian) drivers
Working on: AMD RX580 (unconfirmed). (Blender 2.92)

Broken: 2.93 git builds and daily download from Apr 4, 2021.
Worked: 2.92 on AMD RX580, we think. Not 100% sure if 2.92 resolves it yet.

Short description:
Scene with all lights/emitters hidden still produces light from various objects.

Reproduce:
Load attached blend, eevee rendered view, zoom in and out of camera view with ctrl-mousewheel.

Long description:
One ultra-bright spot (pixel?) seems to be generated at object geometry. Even very clean objects will produce it. Depth of field spreads this. Screen space refractions spreads it around. Compositor nodes like glare/fog glow will over-react, but clamping the render layer output will prevent that, (so I presume this pixel is ultra bright)

With exposure set to 10 you can see the white light, with no actual light source, goes everywhere.

image.png
image.png
image.png

These frames were with emission objects on, but those aren't the issue. Frame 4 happens to be one that causes the bright pixel -> glare nodes to flood with light:
Screenshot_20210406_025322.png

ix-nay.blend

Operating system: Linux Debian Stable Not sure if GPUs/drivers are the issue: Failing on Graphics card: GTX970, 2070's, both with Nvidia official (non-free debian) drivers Working on: AMD RX580 (unconfirmed). (Blender 2.92) Broken: 2.93 git builds and daily download from Apr 4, 2021. Worked: 2.92 on AMD RX580, we think. Not 100% sure if 2.92 resolves it yet. Short description: Scene with all lights/emitters hidden still produces light from various objects. Reproduce: Load attached blend, eevee rendered view, zoom in and out of camera view with ctrl-mousewheel. Long description: One ultra-bright spot (pixel?) seems to be generated at object geometry. Even very clean objects will produce it. Depth of field spreads this. Screen space refractions spreads it around. Compositor nodes like glare/fog glow will over-react, but clamping the render layer output will prevent that, (so I presume this pixel is ultra bright) With exposure set to 10 you can see the white light, with no actual light source, goes everywhere. ![image.png](https://archive.blender.org/developer/F9921627/image.png) ![image.png](https://archive.blender.org/developer/F9921628/image.png) ![image.png](https://archive.blender.org/developer/F9921629/image.png) These frames were with emission objects on, but those aren't the issue. Frame 4 happens to be one that causes the bright pixel -> glare nodes to flood with light: ![Screenshot_20210406_025322.png](https://archive.blender.org/developer/F9921630/Screenshot_20210406_025322.png) [ix-nay.blend](https://archive.blender.org/developer/F9921631/ix-nay.blend)
Author

Added subscriber: @jaggz

Added subscriber: @jaggz
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Added subscriber: @filedescriptor

Added subscriber: @filedescriptor
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Guessing this is a duplicate of #86578.

Guessing this is a duplicate of #86578.
Member

Closed as duplicate of #86578

Closed as duplicate of #86578
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Reference: blender/blender#87233
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