Cycles - Bump Mapping - Bump Mapping has weird line based of Camera clipping #49750
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Reference: blender/blender#49750
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System Information
Windows 7 x64 GTX 580
Blender Version
Broken:
2a6ec00
Short description of error
Bump mapping has weird line based off camera clipping
Exact steps for others to reproduce the error
It also doesn't matter if you are using a noise or an image texture.
Present in CPU mode, GPU mode, Supported, Experimental, Path Tracing and Branched-Path Tracing, Dynamic and Static BVH
bug.blend
Changed status to: 'Open'
Added subscriber: @candreacchio
Added subscribers: @dfelinto, @Sergey
Can confirm the issue.
Caused by
de7a8af
. Doing something liek this solves the problem:P416: Patch for #49750
@dfelinto, same issue happens with spherical stereo, so not sure we need to calculate dP here at all?
Will this bug be fixed for 2.78a?
@candreacchio, undefined yet. Might not be enough time to check on all usecases to verify the fix.
Added subscribers: @sebastian_k, @brecht
@Sergey honestly, a lot of this differential changes were from @brecht since I still don't fully understand them.
By the way, I think, even with your change we would also need the following (which on its own doesn't solve this reported issue):
P419: Masterwork From Distant Lands
@sebastian_k do you have the time to test Sergey's patch? You were the one reporting bump map + spherical stereo bugs in the first place.
We should be using the near clipping distance to propagate the differentials to the modified ray origin, which should keep the resulting differentials on the mesh surface the same regardless of the near clipping.
@dfelinto's fix also seems a step in the right direction since the differential computation should not affect the
Pcamera
used for clipping.Spherical stereo can change the ray origin between pixels, so if that's correct then
dP
should be non-zero. I don't really understand this though, does there exist a diagram that explains the spherical stereo camera model?Spherical stereo seems to be computed in world space, and there is a fixed (0,0,1) up vector, is that intentional? I would expect the up axis to rotate along with the camera, and the poles for pole merging to change with camera rotation as well.
The differential computation is definitely missing a camera space to world space transformation somewhere. The resulting ray differentials should be in world space and they are not currently.
Here: https:*code.blender.org/2015/03/1451/ or more specifically: http:*paulbourke.net/papers/vsmm2006/vsmm2006.pdf
For perspective cameras, yes. That's to permit the user to render cubemaps with spherical stereo (the camera local UP wouldn't work in this case).
Thanks for the links.
Ok, so then this assumption is wrong, since the offset is not necessarily horizontal in image space.
This issue was referenced by blender/cycles@96e68d7c0c
This issue was referenced by
9d0ac94d52
Changed status from 'Open' to: 'Resolved'
Fix committed. I rewrote the entire thing since it was difficult to understand, hopefully more clear now what it is going on.
I saw the meeting notes today and noticed that this fix was not part of the revisions for 2.78a
I would like to propose that it to be included, as it is a bug that now has been fixed.
Thanks to everyone to getting to the source of the issue!
If you have a closer look then you'll see that the list is only covering revisions from
7c53260
to417847c
and can not be covering this bugfix. This list will be revisited tomorrow before we do final AHOY and surely such a regression fix will be included there.