Eevee: Subsurface radius not affected by nodes plugged into input #58026

Closed
opened 2018-11-24 01:17:08 +01:00 by msalv · 13 comments

System Information
windows 10 64, gtx 1060 6gb

Blender Version
Broken: 7eb9091e96

In Eevee, plugging a vector or rgb input to the "Subsurface Radius" socket of the Principled BSDF node doesn't update the color or radius of the scattering properly, as opposed to leaving the socket empty and typing a radius directly into the node, which works fine. It seems to update based on a greyscale value instead of a color based on each axis of the vector, and it seems to multiply the radius of the socket when it was unplugged, instead of substituting it with it's own

Maybe related, if instead of Principled BSDF you use a Subsurface Scattering shader, something similar happens, except the radius doesn't update at all.
ezgif-1-4f983ad3be31.gif
(left: bug, right: correct)

Exact steps for others to reproduce the error

Open the blend file and play the animation, or change directly the values of the subsurface radius in either material.
subsurfacebug.blend

**System Information** windows 10 64, gtx 1060 6gb **Blender Version** Broken: 7eb9091e96f In Eevee, plugging a vector or rgb input to the "Subsurface Radius" socket of the Principled BSDF node doesn't update the color or radius of the scattering properly, as opposed to leaving the socket empty and typing a radius directly into the node, which works fine. It seems to update based on a greyscale value instead of a color based on each axis of the vector, and it seems to multiply the radius of the socket when it was unplugged, instead of substituting it with it's own Maybe related, if instead of Principled BSDF you use a Subsurface Scattering shader, something similar happens, except the radius doesn't update at all. ![ezgif-1-4f983ad3be31.gif](https://archive.blender.org/developer/F5698453/ezgif-1-4f983ad3be31.gif) (left: bug, right: correct) **Exact steps for others to reproduce the error** Open the blend file and play the animation, or change directly the values of the subsurface radius in either material. [subsurfacebug.blend](https://archive.blender.org/developer/F5698500/subsurfacebug.blend)
Author

Added subscriber: @moisessalvador

Added subscriber: @moisessalvador

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2018-11-24 22:50:31 +01:00

It's a documented limitation currently:
https://docs.blender.org/manual/en/dev/render/eevee/materials/nodes_support.html

What is and is not supported could be better communicated in the UI, but for now it's not considered a bug.

It's a documented limitation currently: https://docs.blender.org/manual/en/dev/render/eevee/materials/nodes_support.html What is and is not supported could be better communicated in the UI, but for now it's not considered a bug.
Author

Aw that's a shame. Even without texture support, it would be nice to have this work with single colors, otherwise it forces me to duplicate and make unique nodegroups to change the color inside of each

Aw that's a shame. Even without texture support, it would be nice to have this work with single colors, otherwise it forces me to duplicate and make unique nodegroups to change the color inside of each

Added subscriber: @fclem

Added subscriber: @fclem

Ideally node groups would still work. @fclem, would that be considered a known limitation or bug?

Ideally node groups would still work. @fclem, would that be considered a known limitation or bug?

Well this is a limitation. The radii need to be constants in order to pre-compute the kernel weights.

The only way to support nodegroup / non textured input would be to make the SSS nodes search/evaluate upstream nodes when generating GPU shader which is really not trivial. Also that would make it very non-intuitive because it would work for a really small set of cases and not others.

Well this is a limitation. The radii need to be constants in order to pre-compute the kernel weights. The only way to support nodegroup / non textured input would be to make the SSS nodes search/evaluate upstream nodes when generating GPU shader which is really not trivial. Also that would make it very non-intuitive because it would work for a really small set of cases and not others.
Author

It could still be limited to just the most immediate node plugged to it, with that node having a constant to fallback if something else were to be plugged to it in return, not evaluating further. Another way of handling it is like unreal engine does, where the scattering is it's own data type that can't do operations with the regular vector3's, that would make the socket another color and nothing else but that data type could be plugged into it

It could still be limited to just the most immediate node plugged to it, with that node having a constant to fallback if something else were to be plugged to it in return, not evaluating further. Another way of handling it is like unreal engine does, where the scattering is it's own data type that can't do operations with the regular vector3's, that would make the socket another color and nothing else but that data type could be plugged into it

Added subscriber: @3di

Added subscriber: @3di

@fclem The radius vector appears to be user editable rather than being a constant. I'm not sure why it would matter if the value is changed on the node or passed in via the socket.

@fclem The radius vector appears to be user editable rather than being a constant. I'm not sure why it would matter if the value is changed on the node or passed in via the socket.

@fclem , the radius values can can be changed in realtime without the shader being rebuilt, so it can't be a constant right?

@fclem , the radius values can can be changed in realtime without the shader being rebuilt, so it can't be a constant right?
Author

Removed subscriber: @moisessalvador

Removed subscriber: @moisessalvador
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Reference: blender/blender#58026
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