Eevee has fresnel falloff that desaturates metallic material at grazing angle #51992

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opened 2017-07-07 22:17:29 +02:00 by Tobia · 11 comments

I'm testing Eevee and I noticed a strange effect. I hope I'm reporting it in the right place.

System Information
Windows 10, Nvidia Quadro M500M

Blender Version
Broken: 2.80-3615350-win64-vc14

Short description of error
When rendering a pure metallic material with non-white base color, Eevee shows a fresnel falloff of the base color saturation at grazing angle.
Other pure metallic shaders, such as Cycles Glossy BSDF, show nothing of the sort.
Also looking at various real-world pictures of shiny colorful metals (copper, gold) show no discernible effect of this sort.

Compare the margin of this sphere in Eevee:

gold_eevee.jpg

and Cycles:

gold_cycles.png

Node setup is very simple, 100% metallic and 0% roughness:

nodes.png

In this case, with roughness at 0%, what Eevee is doing is akin to applying a clear coat to the metal (even though the Clear coat inputs are at 0%) because a clear coat would transmit and/or reflect light depending on a fresnel factor. This is confirmed by looking at real-world pictures of Christmas balls, which do indeed show this effect, being glass spheres that are silvered on the inside.

Exact steps for others to reproduce the error
Open this .blend file and add an environment texture with blue sky (for better contrast with the gold material):

eevee test 1b.zip

I'm testing Eevee and I noticed a strange effect. I hope I'm reporting it in the right place. **System Information** Windows 10, Nvidia Quadro M500M **Blender Version** Broken: 2.80-3615350-win64-vc14 **Short description of error** When rendering a pure metallic material with non-white base color, Eevee shows a fresnel falloff of the base color saturation at grazing angle. Other pure metallic shaders, such as Cycles Glossy BSDF, show nothing of the sort. Also looking at various real-world pictures of shiny colorful metals (copper, gold) show no discernible effect of this sort. Compare the margin of this sphere in Eevee: ![gold_eevee.jpg](https://archive.blender.org/developer/F654975/gold_eevee.jpg) and Cycles: ![gold_cycles.png](https://archive.blender.org/developer/F654976/gold_cycles.png) Node setup is very simple, 100% metallic and 0% roughness: ![nodes.png](https://archive.blender.org/developer/F654974/nodes.png) In this case, with roughness at 0%, what Eevee is doing is akin to applying a clear coat to the metal (even though the Clear coat inputs are at 0%) because a clear coat would transmit and/or reflect light depending on a fresnel factor. This is confirmed by looking at real-world pictures of Christmas balls, which do indeed show this effect, being glass spheres that are silvered on the inside. **Exact steps for others to reproduce the error** Open this .blend file and add an environment texture with blue sky (for better contrast with the gold material): [eevee test 1b.zip](https://archive.blender.org/developer/F655006/eevee_test_1b.zip)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @tobia

Added subscriber: @tobia

Added subscriber: @mib2berlin

Added subscriber: @mib2berlin

Hi, please add a simple .blend to reproduce.
It make the life of the developer much much easier.
I think the environment texture could be added from the dev to make your life easier.
(And the file smaller)

Thanks, mib

Hi, please add a simple .blend to reproduce. It make the life of the developer much much easier. I think the environment texture could be added from the dev to make your life easier. (And the file smaller) Thanks, mib

Added subscriber: @YAFU

Added subscriber: @YAFU

Hi.
Some tests. The effect is also visible with pure metalic Principled BSDF connected to eevee material output. Glossy BSDF connected to eevee material output looks very similar to Cycles (Glossy and Principled on Cycles).

Hi. Some tests. The effect is also visible with pure metalic Principled BSDF connected to eevee material output. Glossy BSDF connected to eevee material output looks very similar to Cycles (Glossy and Principled on Cycles).

Added subscribers: @fclem, @Sergey

Added subscribers: @fclem, @Sergey
Clément Foucault was assigned by Sergey Sharybin 2017-07-08 15:29:08 +02:00

@fclem, mind having a look? Thanks!

@fclem, mind having a look? Thanks!

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

The principled and Glossy GGX (no multiscatter) are nearly identical across the 2 render engines. Compare each BSDF node with itself and not a different one on each engine.

The principled and Glossy GGX (no multiscatter) are nearly identical across the 2 render engines. Compare each BSDF node with itself and not a different one on each engine.

Hi.
Here I modified the file a bit and packed a free HDRi to make sure we are all comparing the same scene:
eevee test 2.blend

Hi. Here I modified the file a bit and packed a free HDRi to make sure we are all comparing the same scene: [eevee test 2.blend](https://archive.blender.org/developer/F656082/eevee_test_2.blend)
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Reference: blender/blender#51992
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