Cycles DDS oversaturation when alpha is in use #101850
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Reference: blender/blender#101850
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System Information
Operating system: Arch Linux, Mesa 22.1.7-1
Graphics card: Intel HD Graphics 530
Blender Version
Broken: (2.80.74 (release candidate),
06312c6d2d
, master, 2019-07-11), possibly earlier commit.Worked: none, as 2.8 added alpha support for DDS in cycles.
Short description of error
When using the alpha channel of a DDS, for pixels in which the alpha isn't equal to 0 or 1, artifacts occur.
Exact steps for others to reproduce the error
Bugreport.blend
Test-Tex.dds
Load any model, add a material of any kind and an image texture, and load a DDS with alpha.
connect the alpha of the texture to any node. make sure the alpha or any node that makes use of it is connected to the material output.
now when you use the color, you'd see oddities, in older versions those pixels are completely white (1,1,1) and in newer, ones the value is increased to values above 1.
Added subscriber: @Koopa512
Added subscriber: @iss
Changed status from 'Needs Triage' to: 'Needs User Info'
I wasn't able to reproduce the issue, but my data may not suit the scenario. Can you upload simple .blend file with texture?
Added subscriber: @aras_p
Bugreport.blend
Test-Tex.dds
change to rendered view, and you'll see.
after packing or saving the image as a different format (and reloading it), the white line disappears. it also doesn't appear in EEVEE or Workbench, Doesn't happen on OSL, can't test GPU compute right now.
Found my Windows laptop, it also happens there, and on CPU compute (GTX 960M, both CUDA and OptiX)
Changed status from 'Needs User Info' to: 'Confirmed'
I'll take a look. I suspect it might be similar alpha channel interpretation issues as in #99565.
DDS overstauration when alpha is in useto Cycles DDS oversaturation when alpha is in useThis issue was referenced by
427b0a0ab2
This issue was referenced by
603a534f09
Changed status from 'Confirmed' to: 'Resolved'