Possible Cycles render artifact #39431
Labels
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
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#39431
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Windows 7 Pro 64-bit
Intel Core i7-4770K CPU 3.50GHz
ASUS nVidia GeForce GTX 760 2GB GDDR5 DirectCU Mini
Broken: Blender 2.70
19e627c
There appears to be a cycles render artifact in my animation. Please refer to the attached photo.
The arrow points to a thin, blue line runnning across the form of the object.
That line is not a reflection of any object in the scene. Also, it does not appear to be linked to the geometry of the object.
I have tried rotating the object, but the render artifact remains.
It is possible that this is somehow related to the material definitions (perhaps I have done something wrong??), but I have no way of knowing this.
As you can see, the 'artifact' does not appear in a render of the same frame in Blender 2.69.
The render from 2.69 appears to be completely different and I have no way of knowing if the underlying code has been changed between 2.69 and 2.70 to produce those visual changes.
If you would be so kind as to examine this matter. Thank you.
cycles_render_artifact.blend
Changed status to: 'Open'
Added subscriber: @ignatz
Added subscriber: @willi-2
The world uses an environment texture (17167972-lg.jpg) that we do not have, so it's hard to reproduce. Could you please upload the image? Maybe also strop_001.tif.
I get a purple image due to the missing file and that might be (partially) the cause of the problem.
After removing the reference to the missing images, I get the same difference between the program versions regarding the brighter spots, like in your screenshot. So, I can confirm this. (on Win7/64)
Added subscriber: @ThomasDinges
Sorry! Forgot to include the texture file.
Here is an appropriately blurred-out copy of same. It gives more or less the same results.
In fact, the texture doesn't seem to play an important part in this problem.
I rendered the same file with a number of different background settings.
In each case that silly little line shows up.
I'm still confused.
I found the problem: The "layer weight" node does not have a "Normal" input in 2.69. It's been added in 2.70. Have a look at it in both versions. Can I assume you've reconnected the nodes in 2.7? Because, if I load your file in 2.69, there's no connection at all between the texture coordinate node and the layer weight node, hence the difference.
@willi-2 - Thanks, I had not noticed that difference.
The file was made in 2.70 and I only used 2.69 as an extra test.
However, this still doesn't seem to explain that extra line artifact in the render.
Am I missing something here? Is that line an expected part of this render material set-up?
If I reduce the material node setup to this...
and switch off all light sources but the world background (set to white), I get these images depending on the "Blend" value of the "Layer Weight" node:
blend=0.05
blend=0.35
So, I'd say this is normal and not a bug.
@willi-2 - I cannot disagree with what you have pointed out. However, my confusion centers on the following question:
Why does that line appear? If that line artifact is linked to the so-called normals of the texture of that particular object
So, I am remain confused.
But, OK, assuming (and I stress the word, assuming) this is normal behaviour of the renderer and not some sort of bug...
PS. Sorry about the previous comment. I didn't intend for that yellow formatting to happen.
You're using the normal of the texture. If the blend value is small, the direction of the normal vector has a bigger influence, hence the small line. But let's wait what the real experts here will say about it.
Changed status from 'Open' to: 'Archived'
In this case you should use the Normal output from the Geometry node.
The Normal socket from the Texture Coordinate node is for texture mapping, so that textures stick to the mesh as you rotate the object. For BSDFs / fresnels however that will not give a good result.