Point Density casts wrong shadows #51996

Closed
opened 2017-07-08 13:41:27 +02:00 by Georg Kohl · 5 comments

System Information
Windows 10(64 bit)
AMD Radeon RX 470 4GB

Blender Version
broken: 2.78 with Hash: e92f235283
still broken at version 2.78.5 with Hash: 3361f21 (latest daily build)

Short description of error
In a similar scene to #51805 I tried to volume render three objects with overlapping domains, each with a Point Density Node(in Object Vertices mode) and a Volume Shader. This results in wrong shadows, as the domains casts shadows where it is supposed to be transparent, due to a value of 0 in the point density.
Screenshot 1.png

Exact steps for others to reproduce the error

  1. Create a material with a Point Density Node and a Volume Shader(Volume Absorption, Volume Shatter and Emission all create the bug), like the node setup from the screenshot above(multiply node is not important, I added it just for better volume visibility).

  2. Apply the material to a cube, that represents the domain of the volume rendering and place a smaller cube or any other object on the inside of the domain cube

  3. In the Point Density node, set the Object reference to the inner object, to use its vertices

  4. Repeat steps 1-3 for two other domains, each time with a little smaller scale(to end up with a scene similar to top left in the screenshot above)

  5. position a lamp and a ground plane accordingly to make the shadows visible in rendered viewport mode and in actual renders

Additional Info:
In contrast to #51805 this bug is present in both GPU and CPU rendering. But this problem only appears when using three or more domains inside each other, the shadows are correct with only one or two domains:
Screenshot 2.png

I used this blender file for testing:
test.blend

**System Information** Windows 10(64 bit) AMD Radeon RX 470 4GB **Blender Version** broken: 2.78 with Hash: e92f235283 still broken at version 2.78.5 with Hash: 3361f21 (latest daily build) **Short description of error** In a similar scene to #51805 I tried to volume render three objects with overlapping domains, each with a Point Density Node(in Object Vertices mode) and a Volume Shader. This results in wrong shadows, as the domains casts shadows where it is supposed to be transparent, due to a value of 0 in the point density. ![Screenshot 1.png](https://archive.blender.org/developer/F655578/Screenshot_1.png) **Exact steps for others to reproduce the error** 1. Create a material with a Point Density Node and a Volume Shader(Volume Absorption, Volume Shatter and Emission all create the bug), like the node setup from the screenshot above(multiply node is not important, I added it just for better volume visibility). 2. Apply the material to a cube, that represents the domain of the volume rendering and place a smaller cube or any other object on the inside of the domain cube 3. In the Point Density node, set the Object reference to the inner object, to use its vertices 4. Repeat steps 1-3 for two other domains, each time with a little smaller scale(to end up with a scene similar to top left in the screenshot above) 5. position a lamp and a ground plane accordingly to make the shadows visible in rendered viewport mode and in actual renders **Additional Info:** In contrast to #51805 this bug is present in both GPU and CPU rendering. But this problem only appears when using three or more domains inside each other, the shadows are correct with only one or two domains: ![Screenshot 2.png](https://archive.blender.org/developer/F655583/Screenshot_2.png) I used this blender file for testing: [test.blend](https://archive.blender.org/developer/F655582/test.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @GeorgKohl

Added subscriber: @GeorgKohl
Sergey Sharybin self-assigned this 2017-07-08 15:26:36 +02:00

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Thanks for the report, but it's not a bug here. You've got 3 nested volumes, which makes it total up to 12 bounces to get light from lamp to camera, while your file is set up to use 8 bounces only. If you increase number of bounces, the shadow "artifact:" will go away.

Thanks for the report, but it's not a bug here. You've got 3 nested volumes, which makes it total up to 12 bounces to get light from lamp to camera, while your file is set up to use 8 bounces only. If you increase number of bounces, the shadow "artifact:" will go away.
Author

Thank you very much! I just recently started to work with blender, so I didn't think about that, but now it's actually really obvious....
I hope this didn't waste too much of your time. Anyways keep up the great work and have a nice day :)

Thank you very much! I just recently started to work with blender, so I didn't think about that, but now it's actually really obvious.... I hope this didn't waste too much of your time. Anyways keep up the great work and have a nice day :)
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Reference: blender/blender#51996
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