Principled BSDF Anisotropy black faces #55250

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opened 2018-05-29 17:33:20 +02:00 by Adam Preisler · 4 comments

System Information
Win10, 1080Ti

Blender Version
Broken: 2.79

Short description of error
It seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical?

I suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.

Rotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).

Moving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.

Screenshot: Anisotropy_Bug.JPG

Blend: Anisotropy_Bug.blend

**System Information** Win10, 1080Ti **Blender Version** Broken: 2.79 **Short description of error** It seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? I suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency. Rotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^). Moving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode. Screenshot: ![Anisotropy_Bug.JPG](https://archive.blender.org/developer/F3503960/Anisotropy_Bug.JPG) Blend: [Anisotropy_Bug.blend](https://archive.blender.org/developer/F3503934/Anisotropy_Bug.blend)
Author

Added subscriber: @AdamPreisler

Added subscriber: @AdamPreisler
Member

Added subscribers: @brecht, @lichtwerk

Added subscribers: @brecht, @lichtwerk
Brecht Van Lommel was assigned by Philipp Oeser 2018-06-06 15:44:53 +02:00
Member

Would only know (other) workarounds:

  • move texture space slightly
  • actually use UVs (instead of radial) with a tangent node plugged into the tangent socket of the pricipled bsdf (meshes in you file already have UVs)

not even sure if this would be considered a bug (I can imagine tangent calculation being problematic in certain scenarios -- but could wrap my head around why this kicks in very specific cases)
been scratching my head for too long, better pass this on to @brecht

Would only know (other) workarounds: - move texture space slightly - actually use UVs (instead of radial) with a tangent node plugged into the tangent socket of the pricipled bsdf (meshes in you file already have UVs) not even sure if this would be considered a bug (I can imagine tangent calculation being problematic in certain scenarios -- but could wrap my head around why this kicks in very specific cases) been scratching my head for too long, better pass this on to @brecht
Brecht Van Lommel was unassigned by Dalai Felinto 2019-12-23 16:36:12 +01:00
Philipp Oeser removed the
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Render & Cycles
label 2023-02-09 13:58:31 +01:00

@LukasStockner Hey, can you please take a look? The render looks different in Blender 4.1, the entire surface is black. Would be good to know if this is a valid bug or the result is expected.

@LukasStockner Hey, can you please take a look? The render looks different in Blender 4.1, the entire surface is black. Would be good to know if this is a valid bug or the result is expected.
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Reference: blender/blender#55250
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