Eevee - Irradiance Volume does not render correctly in the viewport #55515

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opened 2018-06-17 16:35:57 +02:00 by Mircea Kitsune · 9 comments

I'm noticing what appears to me as a bug with Irradiance Volume (Light Probes) in Eevee. When creating an Irradiance Volume object and setting the viewport display method to Rendered, the light coming from the emitter mesh does not appear around the mesh itself, but gets piled up in a corner of the probe.

I'm using Linux 64bit Blender 2.8 build (Jun 16 2018 01:16:47). My OS is openSUSE Tumbleweed x64. My video card is a Radeon R7 370 (GCN 1.0) amdgpu.

I'm noticing what appears to me as a bug with Irradiance Volume (Light Probes) in Eevee. When creating an Irradiance Volume object and setting the viewport display method to Rendered, the light coming from the emitter mesh does not appear around the mesh itself, but gets piled up in a corner of the probe. I'm using Linux 64bit Blender 2.8 build (Jun 16 2018 01:16:47). My OS is openSUSE Tumbleweed x64. My video card is a Radeon R7 370 (GCN 1.0) amdgpu.
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Added subscriber: @MirceaKitsune

Added subscriber: @MirceaKitsune
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Blend file I used to replicate the issue.

untitled.blend

Blend file I used to replicate the issue. [untitled.blend](https://archive.blender.org/developer/F3724680/untitled.blend)
Author

Screenshots showing the result I get in the viewport versus the rendered result.

{F3724682}irradiance_rendered.png

Screenshots showing the result I get in the viewport versus the rendered result. {[F3724682](https://archive.blender.org/developer/F3724682/irradiance_viewport.png)}![irradiance_rendered.png](https://archive.blender.org/developer/F3724684/irradiance_rendered.png)
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Added subscribers: @fclem, @lichtwerk

Added subscribers: @fclem, @lichtwerk
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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Philipp Oeser self-assigned this 2018-06-18 12:07:33 +02:00
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Thanx for reporting -- it's still a little early though to accept bug reports for 2.8 due to following policy:

Thank you for the report.
Currently we are aware of many issues in 2.8 and actively working to fix them.
But since replying to reports takes time, we have decided to limit bug reports to module team members.

I think lightprobes are actually subject to ongoing change atm (temp-eeveelightcache branch), so letting @fclem know, but closing anyways (see above policy)

Thanx for reporting -- it's still a little early though to accept bug reports for 2.8 due to following policy: > Thank you for the report. > Currently we are aware of many issues in 2.8 and actively working to fix them. > But since replying to reports takes time, we have decided to limit bug reports to [module team ](https://wiki.blender.org/index.php/Dev:Doc/Process/Module_Owners/List) members. I think lightprobes are actually subject to ongoing change atm (`temp-eeveelightcache` branch), so letting @fclem know, but closing anyways (see above policy)

This is likely just the irradiance grid not finished baking. Given the high resolution you set, it's going to take a while. There will be a progress bar for that in the future.

This is likely just the irradiance grid not finished baking. Given the high resolution you set, it's going to take a while. There will be a progress bar for that in the future.
Author

Sorry for not being aware of 2.8 reports being closed. I was going to report something else for this version, but now I know to wait until 2.8 reports are open.

Baking is probably the cause: The issue seems to slowly improve the longer you wait. It still looks like a bug as the light initially shows in a corner of the volume, oppositely to just the quality improving while positioning is always correct.

Sorry for not being aware of 2.8 reports being closed. I was going to report something else for this version, but now I know to wait until 2.8 reports are open. Baking is probably the cause: The issue seems to slowly improve the longer you wait. It still looks like a bug as the light initially shows in a corner of the volume, oppositely to just the quality improving while positioning is always correct.

It is working as intended. It's computing lighting at a lower resolution and refining overtime to give you realtime feedback. It is not centered because of implementation limitation. Making it centered would make all shaders slower.

It is working as intended. It's computing lighting at a lower resolution and refining overtime to give you realtime feedback. It is not centered because of implementation limitation. Making it centered would make all shaders slower.
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Reference: blender/blender#55515
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