Eevee - Baking Indirect Lighting - partcle emitter + complex shader produce dark spots #62742
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Reference: blender/blender#62742
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Windows-10-10.0.16299 64 Bits
GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35
2.80 (sub 50), branch: master, commit date: 2019-03-18 21:39, hash:
d47f827019
Open attached file: irradiance_volume_bug.blend
Switch to rendered mode (Eevee). Press 'Bake Indirect Lighting'. You should see dark splotches appear on the wall.
The scene is a room with a window:
There's HDRI map from hdrihaven.com (CC0, 1k). It is rotated so that sun falls inside the room.
There is particle emitter set to render hair as objects:
Walls of the room have a fairly complex material with mixed procedural textures:
When Indirect lighting is baked dark spots appear. They seem to be rather random, each time the pattern is different:
Desktop 2019.03.19 - 11.29.07.03.mkv
Problem is gone if you remove the emitter. It also helps if you lower number of particles significantly:
Problem is gone when material on the wall is replaced with a simple shader like diffuse or principled:
Added subscriber: @MarcinTwarowski
Added subscribers: @fclem, @ZedDB
I can not reproduce this on my end (linux, amd 290x).
@fclem can you reproduce this on a nvidia card?
I tested it also on:
The results vary from zero to couple of spots. Here's a video (sped up couple of times):
Desktop 2019.03.19 - 22.37.18.01.avi
Hopefully this is the same issue as #62997. @MarcinTwarowski please report if tomorrow's build still have the issue or if this was solved as well.
It seems to mostly fixed the problem with dark spots, although I still get occasional dark spot in my test scene:
Unfortunately #62997 is not fixed for me. That change also seem to introduced a new bug: #63041
So this is not fixed. You can display the content of the irradiance cache in the viewport and see if only one sample is bad. Also you can add a reflection cubemap so you maybe can see where does the black spot comes from.
It bakes clean when camera is far from the volume. But I think it gets bad if the viewport camera is inside the volume. Here you can see two bad probes:
Here's a video with probes visible. You can see how screen glitches when camera is inside the volume. After first bake there's a bad probe in the corner. After second bake you can see the same probe is now good.
Desktop 2019.03.28 - 14.22.32.08.avi
With a cube map:
Is this still happening with latest master?
Similarly to #62997 it crashed in newest build when I tried to bake. I made a bug report: #73251
Crash was fixed. I tested again and I can't reproduce the bug in that scene anymore.
Changed status from 'Confirmed' to: 'Resolved'