Regression: Volume Scatter bleeds across materials when there is an environment texture #101061

Closed
opened 2022-09-14 12:38:50 +02:00 by Alessandro Padovani · 9 comments

Simplified Report

  • Add a loop cut in the default cube.
  • Assign two materials for each side. The two materials are identical and are just a volume scatter shader.
  • Add an environment texture, which can just be a uniform white color.
  • There is a dark line at the loop cut. This didn't happen in 3.2.
  • Remove the environment texture and replace it with a single white color.
  • The dark line disappears.

volumeScatterMultipleMaterials.blend

20220914-133127.png

Original Report

System Information
Operating system: windows 10 21H1
Graphics card: gtx 1060 driver 472.84

Blender Version
Broken: 3.3.0
Worked: 3.2.2

Short description of error

In blender 3.3 the volume scatter shader gets color bleeding when two volume materials meet on the same geometry. This doesn't happen in blender 3.2. Test scene included scatter.blend.

scatter.jpg

scatter-33.jpg

scatter-32.jpg

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

steps:

  1. load the test scene scatter.blend with blender 3.2 and 3.3
  2. render

scatter.blend

white.jpg

## Simplified Report - Add a loop cut in the default cube. - Assign two materials for each side. The two materials are identical and are just a volume scatter shader. - Add an environment texture, which can just be a uniform white color. - There is a dark line at the loop cut. This didn't happen in 3.2. - Remove the environment texture and replace it with a single white color. - The dark line disappears. [volumeScatterMultipleMaterials.blend](https://archive.blender.org/developer/F13491935/volumeScatterMultipleMaterials.blend) ![20220914-133127.png](https://archive.blender.org/developer/F13491937/20220914-133127.png) ## Original Report **System Information** Operating system: windows 10 21H1 Graphics card: gtx 1060 driver 472.84 **Blender Version** Broken: 3.3.0 Worked: 3.2.2 **Short description of error** In blender 3.3 the volume scatter shader gets color bleeding when two volume materials meet on the same geometry. This doesn't happen in blender 3.2. Test scene included scatter.blend. ![scatter.jpg](https://archive.blender.org/developer/F13491767/scatter.jpg) ![scatter-33.jpg](https://archive.blender.org/developer/F13491786/scatter-33.jpg) ![scatter-32.jpg](https://archive.blender.org/developer/F13491771/scatter-32.jpg) **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible). steps: 1. load the test scene scatter.blend with blender 3.2 and 3.3 2. render [scatter.blend](https://archive.blender.org/developer/F13491776/scatter.blend) ![white.jpg](https://archive.blender.org/developer/F13491777/white.jpg)

Added subscriber: @padone

Added subscriber: @padone
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Omar Emara changed title from volume scatter gets bleeding in blender 3.3, works fine in blender 3.2 to Regression: Volume Scatter bleeds across materials when there is an environment texture 2022-09-14 13:34:37 +02:00

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'

This was an intentional change to fix #100205 (Volumetrics bug).

The way materials are setup right now there's no reliable way to detect that two distinct materials should share a single volume interior. In the future there may be design changes to improve this, but for now this is not considered a bug and a single material should be used.

This was an intentional change to fix #100205 (Volumetrics bug). The way materials are setup right now there's no reliable way to detect that two distinct materials should share a single volume interior. In the future there may be design changes to improve this, but for now this is not considered a bug and a single material should be used.

Added subscriber: @Rincewind3D-1

Added subscriber: @Rincewind3D-1

In #101061#1417073, @brecht wrote:
This was an intentional change to fix #100205 (Volumetrics bug).

The way materials are setup right now there's no reliable way to detect that two distinct materials should share a single volume interior. In the future there may be design changes to improve this, but for now this is not considered a bug and a single material should be used.

I think it's pretty bad practice to fix a bug with a breaking change of something which worked before than claiming it's intended 👎

> In #101061#1417073, @brecht wrote: > This was an intentional change to fix #100205 (Volumetrics bug). > > The way materials are setup right now there's no reliable way to detect that two distinct materials should share a single volume interior. In the future there may be design changes to improve this, but for now this is not considered a bug and a single material should be used. I think it's pretty bad practice to fix a bug with a breaking change of something which worked before than claiming it's intended 👎

In #101061#1417073, @brecht wrote:
for now this is not considered a bug and a single material should be used

Please note that it is not always possible to use a single volume material for the whole object. For example if we have textures, different textures could be used for the different parts of the object, thus producing "texture seams" because of this bug. In my opinion, if this was introduced to fix #100205 then it is better to revert #100205.

Below an example where we have a texture seam because of this volumetric bug. That's where the original report comes from.

arcadia-33.jpg

edit. p.s. And you may as well reply to #100205 that's not considered a bug and multiple objects should be used for intersecting volumes. That makes more sense than having to use a single volume material per object.

> In #101061#1417073, @brecht wrote: > for now this is not considered a bug and a single material should be used Please note that it is not always possible to use a single volume material for the whole object. For example if we have textures, different textures could be used for the different parts of the object, thus producing "texture seams" because of this bug. In my opinion, if this was introduced to fix #100205 then it is better to revert #100205. Below an example where we have a texture seam because of this volumetric bug. That's where the original report comes from. ![arcadia-33.jpg](https://archive.blender.org/developer/F13492776/arcadia-33.jpg) **edit. p.s.** And you may as well reply to #100205 that's not considered a bug and multiple objects should be used for intersecting volumes. That makes more sense than having to use a single volume material per object.

I totally agree with Alessasndro.
This is clearly a regression bug.

I totally agree with Alessasndro. This is clearly a regression bug.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#101061
No description provided.