Weak Reflections of Volume Scatter Anisotropy #44518
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Reference: blender/blender#44518
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System Information
64bit Manjaro Linux, kernel 3.19
GeForce GTX 650 Ti Boost, driver 346.59
Blender Version
Broken: 2.75-dev, hash
bdf6393
Short description of error
When the Anisotropy setting is used with the Volume Scatter node, the volume effect appears stronger around light sources, and weaker away from them, resulting in a glare or halo around lamps. However, reflections on glossy surfaces show a much weaker halo/glare effect around reflected lamps, as is visible in the render below.
This occurs with both CPU and GPU mode. OSL mode was not tested, since it appears to mysteriously be unavailable on all official blender builds I have tried.
Exact steps for others to reproduce the error
Changed status to: 'Open'
Added subscriber: @ZauberParacelsus
Added subscriber: @ThomasDinges
With "official" I assume you mean builds from builder.blender.org? They should all have OSL enabled.
@ThomasDinges: There was no OSL problem. It had simply been a while since I had reason to activate it, and I forgot that it was a checkbox under CPU mode, and mistakenly believed it to be in the device menu dropdown.
Changed status from 'Open' to: 'Archived'
I'm not sure why you consider this a bug. Glossy reflection is already reflecting light in direction of camera, meaning increasing world's volume scatter anisotropy just prevents light to scatter "sideways", reducing the halo effect. And at the same time the spherical light source emits light in all directions, so increasing volume anisotropy doesn't affect on it's halo that much.
So thanks for the report, but i don't really see issue so far.
Okay. I guess I don't really understand what anisotropy does, then.