Blocky artifacts in various render passes when rendering Mantaflow volumes in Cycles #101484

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opened 2022-09-29 22:14:16 +02:00 by Jakub Jaszewski · 12 comments

Simplified Report

  • Open the attached file and set the VDB path to the attached VDB volume.
  • The VDB volume file is the result of a Mantaflow simulation generated in Blender using Quick smoke.
  • Render the scene and look at the shadow pass.
  • The shadow pass contains blocky artifacts as shown in the attached image.

blockyVolumeShadowPass.blend

fluid_noise_0060.vdb

pass_shadow.png

Original Report

System Information
system-info.txt

Blender Version
Broken: 3.1, 3.4.0 Alpha, branch: master, commit date: 2022-09-27 23:42, hash: 5beaecb33e
Worked: most likely never

Short description of error
Rendering imported vdb generated with Mantaflow in Cycles gives blocky artifacts in various passes.
Most visible artifacts are in shadow pass and denoising albedo. Less visible can be seen in volume direct and indirect.

This bug is particularly nasty as the artifacts are mostly invisible in beauty pass.
However when volume have high density and is illuminated with intense light the artifacts starts to appear in combine pass.
Artifacts in denoising albedo pass can ruin seemingly good volume render.

I wasn't able to replicate the artifacts in EEVEE.

Here is how the bug looks with Quick smoke on default cube (scene in attached blend file):

shadow pass
pass_shadow.png

denoise albedo pass
pass_denoise_albedo.png

And here is an example how this bug might affect production scene:

shadow pass

web_01.jpg

denoise albedo pass

web_00.jpg

volume direct

web_02.jpg

volume indirect

web_03.jpg

beauty (cropped)

2022-09-29_17-05.png

Exact steps for others to reproduce the error

Reproduce render artifacts:

  • open first attached blend file
  • hit F12
  • observe shadow pass
  • change Render Layer output in Compositor if needed

Recreate vdb (optional):

  • open second attached blend file
  • (optional) in Properties -> Physics Properties -> Fluid -> Cache set path for cache
  • in the same panel hit Bake All and wait until bake is completed
  • navigate to cache directory and open noise folder, pick one file (better to pick one from the end where the smoke have more complicated shape)
  • import vdb to the first file and place it so the camera can see it

volume_bug_render.blend
volume_bug_sim.blend

## Simplified Report - Open the attached file and set the VDB path to the attached VDB volume. - The VDB volume file is the result of a Mantaflow simulation generated in Blender using Quick smoke. - Render the scene and look at the shadow pass. - The shadow pass contains blocky artifacts as shown in the attached image. [blockyVolumeShadowPass.blend](https://archive.blender.org/developer/F13597071/blockyVolumeShadowPass.blend) [fluid_noise_0060.vdb](https://archive.blender.org/developer/F13597073/fluid_noise_0060.vdb) ![pass_shadow.png](https://archive.blender.org/developer/F13593532/pass_shadow.png) ## Original Report **System Information** [system-info.txt](https://archive.blender.org/developer/F13593492/system-info.txt) **Blender Version** Broken: 3.1, 3.4.0 Alpha, branch: master, commit date: 2022-09-27 23:42, hash: 5beaecb33e74 Worked: most likely never **Short description of error** Rendering imported vdb generated with Mantaflow in Cycles gives blocky artifacts in various passes. Most visible artifacts are in shadow pass and denoising albedo. Less visible can be seen in volume direct and indirect. This bug is particularly nasty as the artifacts are mostly invisible in beauty pass. However when volume have high density and is illuminated with intense light the artifacts starts to appear in combine pass. Artifacts in denoising albedo pass can ruin seemingly good volume render. I wasn't able to replicate the artifacts in EEVEE. Here is how the bug looks with Quick smoke on default cube (scene in attached blend file): shadow pass ![pass_shadow.png](https://archive.blender.org/developer/F13593532/pass_shadow.png) denoise albedo pass ![pass_denoise_albedo.png](https://archive.blender.org/developer/F13593534/pass_denoise_albedo.png) And here is an example how this bug might affect production scene: shadow pass ![web_01.jpg](https://archive.blender.org/developer/F13593553/web_01.jpg) denoise albedo pass ![web_00.jpg](https://archive.blender.org/developer/F13593550/web_00.jpg) volume direct ![web_02.jpg](https://archive.blender.org/developer/F13593556/web_02.jpg) volume indirect ![web_03.jpg](https://archive.blender.org/developer/F13593559/web_03.jpg) beauty (cropped) ![2022-09-29_17-05.png](https://archive.blender.org/developer/F13593562/2022-09-29_17-05.png) **Exact steps for others to reproduce the error** Reproduce render artifacts: - open first attached blend file - hit `F12` - observe shadow pass - change `Render Layer` output in `Compositor` if needed Recreate vdb (optional): - open second attached blend file - (optional) in `Properties` -> `Physics Properties` -> `Fluid` -> `Cache` set path for cache - in the same panel hit `Bake All` and wait until bake is completed - navigate to cache directory and open `noise` folder, pick one file (better to pick one from the end where the smoke have more complicated shape) - import vdb to the first file and place it so the camera can see it [volume_bug_render.blend](https://archive.blender.org/developer/F13593630/volume_bug_render.blend) [volume_bug_sim.blend](https://archive.blender.org/developer/F13593629/volume_bug_sim.blend)

Added subscriber: @silex

Added subscriber: @silex

Added subscriber: @mod_moder

Added subscriber: @mod_moder

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

Can you change the example files or attach your volumetrics. These files are located separately on the disk and you did not send them. Without this, these files do not reproduce the problem.

Can you change the example files or attach your volumetrics. These files are located separately on the disk and you did not send them. Without this, these files do not reproduce the problem.
Member

Changed status from 'Needs User Info' to: 'Confirmed'

Changed status from 'Needs User Info' to: 'Confirmed'

Added subscriber: @SteffenD

Added subscriber: @SteffenD
Philipp Oeser removed the
Interest
Render & Cycles
label 2023-02-09 14:04:07 +01:00

Hello just an update here, I've looked into some production scenes where this is a problem with VDB overlaps once they get to a certain complexity eg. the main wdas cloud but not wdas_sixteeth if you want to know what level of complexity this is seen in. Overlaps onto both regular surface meshes and other vdbs.

I've narrowed it down to the mesh that gets generated around the volume. Using a simple bounding box mesh approach, the artifacts disappear.

I've only got this working with Cycles Standalone currently, but it shouldn't take too much effort to land it into Blender with a UI toggle:
https://projects.blender.org/boberfly/cycles/src/branch/volume_boundbox_mesh

I suppose there is a speed loss due to empty space now getting calculated, but in-practice I believe the mesh generation could be seen as a speed loss for time to first pixel or excess memory used for the mesh once the VDB hits a certain complexity. Maybe we can figure out a way to generate this mesh at a lower depth complexity? I'm not that savvy with OpenVDB's, that's something which could be looked into also...

Hello just an update here, I've looked into some production scenes where this is a problem with VDB overlaps once they get to a certain complexity eg. the main wdas cloud but not wdas_sixteeth if you want to know what level of complexity this is seen in. Overlaps onto both regular surface meshes and other vdbs. I've narrowed it down to the mesh that gets generated around the volume. Using a simple bounding box mesh approach, the artifacts disappear. I've only got this working with Cycles Standalone currently, but it shouldn't take too much effort to land it into Blender with a UI toggle: https://projects.blender.org/boberfly/cycles/src/branch/volume_boundbox_mesh I suppose there is a speed loss due to empty space now getting calculated, but in-practice I believe the mesh generation could be seen as a speed loss for time to first pixel or excess memory used for the mesh once the VDB hits a certain complexity. Maybe we can figure out a way to generate this mesh at a lower depth complexity? I'm not that savvy with OpenVDB's, that's something which could be looked into also...

Hey @boberfly , it's best to create a PR so that potential reviewers can see it.

Hey @boberfly , it's best to create a PR so that potential reviewers can see it.

@mod_moder I'd like to test with more VDBs first before I make one

@mod_moder I'd like to test with more VDBs first before I make one

@boberfly please create a PR. can't believe this issue is still there even in 4.0. it has been around in one form or another at least since 2018 reported here multiple times.
is there a way for a workaround currently?
hope to see it fixed for good soon!

@boberfly please create a PR. can't believe this issue is still there even in 4.0. it has been around in one form or another at least since 2018 reported here multiple times. is there a way for a workaround currently? hope to see it fixed for good soon!

Same issue. Just finished my render. Years? Well, time to move to UE.

Same issue. Just finished my render. Years? Well, time to move to UE.

Blender 4.0 with VDB files. As you can see, it has some blocky shapes around the cloud, almost
Like large pixels. Turning up the volume rate made no difference.

Blender 4.0 with VDB files. As you can see, it has some blocky shapes around the cloud, almost Like large pixels. Turning up the volume rate made no difference.
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Reference: blender/blender#101484
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