Eevee render display error in orthographic camera mode: Mesh material color changes during scaling #60017

Open
opened 2018-12-31 18:04:52 +01:00 by Dan Rockstreet · 22 comments

System Information
Operating system: Win7 Home Premium 64-bit, SP1
Graphics card: Nvidia GeForce GTX 750

Blender Version
Broken: 2.80, c9df453ce7, blender2.8, 2018-12-21
2.80, d96596de29 blender2.80, 2018-12-31

Short description of error
Workspace: Layout
Object mode
Display rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)
Camera orthographic view (!! in perspective or panoramic view, problem is not there)
Camera type: orthographic
Light: Sun shining perpendicular onto objects

Three cube mesh objects with individual materials

  • Principled BSDF
  • Base Color (either Red, Green or Blue)

The scaling* of one or more objects changes the color appearance in the camera view and in rendering.

**scaling*can happen either:

  • pressing 's' key and move mouse

  • changing scale values in transform tab

    • I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.

The direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.

Blend file attached.

Exact steps for others to reproduce the error

  • Select Display render preview
  • Simply choose one or more cubes

scale these slowly and the color will change from a fade color to a strong color infrequently

It seems the problem is the camera orthographic mode!?

Scale-Color-error.blend
Blender_Eevee_scaling_problem.png

**System Information** Operating system: Win7 Home Premium 64-bit, SP1 Graphics card: Nvidia GeForce GTX 750 **Blender Version** Broken: 2.80, c9df453ce70b, blender2.8, 2018-12-21 2.80, d96596de294e blender2.80, 2018-12-31 **Short description of error** Workspace: Layout Object mode Display rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem) Camera orthographic view (!! in perspective or panoramic view, problem is not there) Camera type: orthographic Light: Sun shining perpendicular onto objects Three cube mesh objects with individual materials - Principled BSDF - Base Color (either Red, Green or Blue) The *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering. **scaling*can happen either: - pressing 's' key and move mouse - changing scale values in transform tab - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well. The direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling. Blend file attached. **Exact steps for others to reproduce the error** - Select Display render preview - Simply choose one or more cubes # scale these slowly and the color will change from a fade color to a strong color infrequently It seems the problem is the camera orthographic mode!? [Scale-Color-error.blend](https://archive.blender.org/developer/F6130802/Scale-Color-error.blend) ![Blender_Eevee_scaling_problem.png](https://archive.blender.org/developer/F6130798/Blender_Eevee_scaling_problem.png)
Author

Added subscriber: @dan.rockstreet

Added subscriber: @dan.rockstreet

#60080 was marked as duplicate of this issue

#60080 was marked as duplicate of this issue

Added subscriber: @ZedDB

Added subscriber: @ZedDB

I can not reproduce this, could you try a build from today? https://builder.blender.org/download/

not_scaled.png
scaled.png

I can not reproduce this, could you try a build from today? https://builder.blender.org/download/ ![not_scaled.png](https://archive.blender.org/developer/F6140483/not_scaled.png) ![scaled.png](https://archive.blender.org/developer/F6140486/scaled.png)
Author

Hey Sebastian

I am using the newest build from today, 5 min ago. 4dd0a90f4213-windows64

I updated my graphics driver from version 399.07 to version 417.35, just to be sure..

Erroneous color change is shown on two monitors via DVI: EIZO and LG.

Updated Blend file with animation of scaling.
Scale-Color-error.blend

Screencast with LookDev (works great)
with Camera set to orthographic
Eevee - LookDev.flv
Flash Video format, recorded with OBS

Screencast with Rendered (color "flashing")
with Camera set to orthographic
Eevee-Rendered.flv

Screencast with Rendered (no color "flashing")
with Camera set to perspective
Camera_Perspective-Eevee-Rendered.flv

Hey Sebastian I am using the newest build from today, 5 min ago. 4dd0a90f4213-windows64 I updated my graphics driver from version 399.07 to version 417.35, just to be sure.. Erroneous color change is shown on two monitors via DVI: EIZO and LG. Updated Blend file with animation of scaling. [Scale-Color-error.blend](https://archive.blender.org/developer/F6148671/Scale-Color-error.blend) **Screencast with LookDev** (works great) with Camera set to orthographic [Eevee - LookDev.flv](https://archive.blender.org/developer/F6148679/Eevee_-_LookDev.flv) *Flash Video format, recorded with OBS* **Screencast with Rendered** (color "flashing") with Camera set to orthographic [Eevee-Rendered.flv](https://archive.blender.org/developer/F6148683/Eevee-Rendered.flv) **Screencast with Rendered** (no color "flashing") with Camera set to perspective [Camera_Perspective-Eevee-Rendered.flv](https://archive.blender.org/developer/F6148789/Camera_Perspective-Eevee-Rendered.flv)
Clément Foucault was assigned by Sebastian Parborg 2019-01-02 12:27:59 +01:00

I'm still not seeing the issue on my end. :c
So I guess this is GPU related.

Can you attach the output (as a file) is you run blender with --debug-gpu ?
You can also try if --debug-gpu-force-workarounds helps.

I'm still not seeing the issue on my end. :c So I guess this is GPU related. Can you attach the output (as a file) is you run blender with `--debug-gpu` ? You can also try if `--debug-gpu-force-workarounds` helps.
Author

Wouldn't this issue also appear if I changed the camera perspective? At the moment, it only appears when camera perspective is orthographic. When changed to perspective, all is fine.

Output of GPU Force Workaround (did not change anything):
GPU: Bypassing workaround detection.
GPU: OpenGL indentification strings
GPU: vendor: NVIDIA Corporation
GPU: renderer: GeForce GTX 750/PCIe/SSE2
GPU: version: 4.5.0 NVIDIA 417.35

debug-gpu-output.txt

Wouldn't this issue also appear if I changed the camera perspective? At the moment, it only appears when camera perspective is *orthographic*. When changed to *perspective*, all is fine. Output of **GPU Force Workaround** (did not change anything): GPU: Bypassing workaround detection. GPU: OpenGL indentification strings GPU: vendor: NVIDIA Corporation GPU: renderer: GeForce GTX 750/PCIe/SSE2 GPU: version: 4.5.0 NVIDIA 417.35 [debug-gpu-output.txt](https://archive.blender.org/developer/F6151364/debug-gpu-output.txt)

I would think so too. But as I can not reproduce this on my end, this is my best guess.

I would think so too. But as I can not reproduce this on my end, this is my best guess.
Author

I can reproduce the issue on two other computers

1x Win7 64-Bit with GeForce GTS 450
1x Win10 64-Bit with GeForce 910M (laptop)

  • same problem with Eevee in rendered mode and ortographic camera.

  • change to perspective or panoramic camera mode --> the issue is gone.

I can reproduce the issue on two other computers 1x Win7 64-Bit with GeForce GTS 450 1x Win10 64-Bit with GeForce 910M (laptop) - > same problem with Eevee in rendered mode and ortographic camera. - > change to perspective or panoramic camera mode --> the issue is gone.

Added subscriber: @AFWS

Added subscriber: @AFWS

Added subscriber: @brecht

Added subscriber: @brecht

I can confirm the issue, with GTX 1080 on Linux.

I only get the washed out colors once, right after starting up Blender. After that it displays correct, also when reopening the .blend file.

I can confirm the issue, with GTX 1080 on Linux. I only get the washed out colors once, right after starting up Blender. After that it displays correct, also when reopening the .blend file.

I cannot reproduce it.

But I can tell this has to do with the specular color and the sun light. So maybe a shadow problem?

I cannot reproduce it. But I can tell this has to do with the specular color and the sun light. So maybe a shadow problem?
Author

@fclem

Did you open the second Blend file? Not the first in this task, since it has no animation.

I tried it again with the newest build, but it did not get better.
I changed the light sources - all show a color "flashing" during animation.

It is strange, that I have this issue on three different computers.. and always when camera is in orthographic mode.

--

On a 4th PC (laptop), the issue does not appear and animation looks fine.

OS: Windows 10, 64 Bit
Graphics card: Intel HD Graphics 5500
Blender 2.8, 91a155833e 2019-01-07

@fclem Did you open the second Blend file? Not the first in this task, since it has no animation. I tried it again with the newest build, but it did not get better. I changed the light sources - all show a color "flashing" during animation. It is strange, that I have this issue on three different computers.. and always when camera is in orthographic mode. -- On a 4th PC (laptop), the issue does not appear and animation looks fine. OS: Windows 10, 64 Bit Graphics card: Intel HD Graphics 5500 Blender 2.8, 91a155833e59 2019-01-07

So I took a second look at this but I still cannot reproduce.

My best bet would be that the Cascaded shadow maps are being funky on your setup.

@dan.rockstreet you can try the following:

  • Disabling shadows.
  • Change light type (sun to spot or area).
  • Change the light orientation slightly.

It might be a small precision error that is messing with how the shadow map is rendered.

So I took a second look at this but I still cannot reproduce. My best bet would be that the Cascaded shadow maps are being funky on your setup. @dan.rockstreet you can try the following: - Disabling shadows. - Change light type (sun to spot or area). - Change the light orientation slightly. It might be a small precision error that is messing with how the shadow map is rendered.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.

Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.
Author

Hi Clément,
coming back to this issue - it still persists on Blender 2.91.2 Hash 5be9ef4177 from 2021-01-19

Yes, I disabled also the shadows
Effect happens with any light type (Point, Sun, Spot or Area)
The effect is reduced when I lower the light power considerably (does not make sense, because I want strong colors or even white)

As soon as I change from orthographic to perspective camera, the problem is gone.
grafik.png

Hi Clément, coming back to this issue - it still persists on Blender 2.91.2 Hash 5be9ef417703 from 2021-01-19 Yes, I disabled also the shadows Effect happens with any light type (Point, Sun, Spot or Area) The effect is reduced when I lower the light power considerably (does not make sense, because I want strong colors or even white) As soon as I change from orthographic to perspective camera, the problem is gone. ![grafik.png](https://archive.blender.org/developer/F9832887/grafik.png)
Author

Oh, darn - I jsut found out how to avoid this issue.

Within the Principled BSDF, set either specular or roughness to 0.0.
That was the problem with the orthographic camera.

Oh, darn - I jsut found out how to avoid this issue. Within the Principled BSDF, set either specular or roughness to 0.0. That was the problem with the orthographic camera.

Added subscriber: @PrettyFireNOI7

Added subscriber: @PrettyFireNOI7

In #60017#650617, @fclem wrote:
Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.

This flickering in orthographic is still exsiting now:
noSSR.mp4
And as mentioned above I have changed the lights' type to Spot (aslo Area light is tested) with shadow disabled.
I agree that the flickering might be correlated to glossy shader (using diffuse shader flickering will be gone).


In #60017#1117926, @dan.rockstreet wrote:
Oh, darn - I jsut found out how to avoid this issue.

Within the Principled BSDF, set either specular or roughness to 0.0.
That was the problem with the orthographic camera.

Sorry for the quoting and I'm not being criticizing.Setting the Specular to 0 makes Glossy disappear(with Metallic 0) (so like in my case I need Glossy effect it wouldn't work,Specular and Metallic both trigger Glossy) and setting roughness to 0 still causes the flickering (maybe this works back then).
Currently my walk around is turning on "Screen Space Reflection" and there will be no flickering:
withSSR.mp4

And this is the file of the two videos above:
FlickeringShading.blend
,in which I'm using geometry nodes to distribute and animate the planes.
And when scaling property is animated with Glossy shading related,flickering appears.

> In #60017#650617, @fclem wrote: > Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given. This flickering in orthographic is still exsiting now: [noSSR.mp4](https://archive.blender.org/developer/F10075403/noSSR.mp4) And as mentioned above I have changed the lights' type to Spot (aslo Area light is tested) with shadow disabled. I agree that the flickering might be correlated to glossy shader (using diffuse shader flickering will be gone). --- > In #60017#1117926, @dan.rockstreet wrote: > Oh, darn - I jsut found out how to avoid this issue. > > Within the Principled BSDF, set either specular or roughness to 0.0. > That was the problem with the orthographic camera. Sorry for the quoting and I'm not being criticizing.Setting the Specular to 0 makes Glossy disappear(with Metallic 0) (so like in my case I need Glossy effect it wouldn't work,Specular and Metallic both trigger Glossy) and setting roughness to 0 still causes the flickering (maybe this works back then). Currently my walk around is turning on "Screen Space Reflection" and there will be no flickering: [withSSR.mp4](https://archive.blender.org/developer/F10075453/withSSR.mp4) And this is the file of the two videos above: [FlickeringShading.blend](https://archive.blender.org/developer/F10075456/FlickeringShading.blend) ,in which I'm using geometry nodes to distribute and animate the planes. And when scaling property is animated with Glossy shading related,flickering appears.

Changed status from 'Archived' to: 'Confirmed'

Changed status from 'Archived' to: 'Confirmed'
Philipp Oeser removed the
Interest
EEVEE & Viewport
label 2023-02-09 15:15:39 +01:00
Clément Foucault removed their assignment 2024-02-24 14:11:39 +01:00
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Reference: blender/blender#60017
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