Regression: Light leaking when using normal maps with Multiscatter GGX #96576
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Reference: blender/blender#96576
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79
Blender Version
Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash:
c77597cd0e
Worked: 3.0.1
Caused by
ae44070341
Short description of error
In Cycles light seems to go through walls when using Princibled BSDF with a normal map or bump map (can also be a procedural texture) if Multiscatter GGX is used. It doesn't matter in which direction the normals are facing. It happens with both GPU and CPU rendering. The roughness has to be above 0.075
There is a bright lamp inside the cube:
Multiscatter GGX in Blender 3.1:
GGX in Blender 3.1:
Multiscatter GGX in Blender 3.0.1:
Exact steps for others to reproduce the error
Create a cube with a lamp inside. Make a new shader with a Princibled BSDF with a roughness above 0.075 and with a normal map or bump map with any texture.
normal map light leak.blend
Added subscriber: @RandomGuy
Added subscribers: @brecht, @Alaska
I can confirm this issue with the setup below.
The issue was introduced in
ae44070341
. CC @brechtSystem Information
Operating system: Linux-5.16.0-3-amd64-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54
Blender version: 3.2.0 Alpha, branch: master, commit date: 2022-03-17 16:52, hash:
7fed4c06c2
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @PratikPB2123
Added subscriber: @Connor-Denning
idk if related but in some test renders I did recently with like 256 bounces or something I thought it looked overly bright for having shaders that shouldn't be emitting more then possible I had one that wasn't even fixing that it looked to bright to me. If I can reproduce it I'll post it most likely I have another report in the works though so might take a few days. But I'm really not getting why there being a .blend that test just about every thing like this in one go hasn't been some we have for each blender release that would fix things like this from getting missed in optimizations.
Removed subscriber: @Connor-Denning
Added subscriber: @Connor-Denning
There was a issue reported recently of the Principled BSDF reflecting more light than it theoretically should in the specular part of the material when the material base colour was above a certain threshold. This might of been what you were experiencing? If so, it has already been reported and it is not considered a "bug". Apparently this is because the Principled BSDF is based on a shader from a white paper from Disney. And the shader proposed by Disney has this exact same issue. Cycles replicates this issue to ensure compatibility between other software using the same shader model (which also most likely have that issue).
Light leaking when using normal maps with Multiscatter GGXto Regression: Light leaking when using normal maps with Multiscatter GGXStill it would seem like it should have a checkmark to toggle weather or not it dose that.
Added subscriber: @Lt-Knb
Added subscriber: @thinsoldier
This issue was referenced by
ac88123e29
Changed status from 'Confirmed' to: 'Resolved'