indirect lightning not the same before and after baking #63442
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Reference: blender/blender#63442
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System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6618
Blender Version
Broken: version: 2.80 (sub 54), branch: blender2.7, commit date: 2019-04-07 15:02, hash:
75f551faca
Worked: (optional)
Short description of error
[the shadow I see in the 3D view are not exactly the same I get in the render under Eevee]
Exact steps for others to reproduce the error
[With my eevee shadow catcher node I get the shadow when the threshold is ok
now if I render I have no shadow or like another value for my threshold
but if I do bake indirect light I have to set again my threshold into the 3D view
but now with the right setting of the threshold
in the render I get the same result
and this is new, in the last versions, so I report it. maybe you will answer it's not important and I don't see the problem. But in my opinion I had to report it ]
[{F6923769}]
Added subscriber: @zgorg
Added subscriber: @nacioss
That circle you are getting is because you have the lamp positioned near the cube, so the threshold is not only for the shadows, but also for the lamp's light.
Added subscriber: @ZedDB
I can reproduce this issue. Simply:
I think I can't reproduce. This may have been fixed. @ZedDB can you reproduce?
@fclem I can sort of still reproduce. Now it doesn't differ in the preview/render window at least. But the baked result is different from the unbaked.
Changed status from 'Open' to: 'Archived'
After examining the nodetree it's super fragile.
Its taking the saturation of the diffuse lighting as a mask.
The actual difference comes from the HDRI that have some very bright pixels. When using a lower resolution cubemap target (Cubemap size) some pixels can be skipped and the lighting can change.
So I would qualify this a implementation limitation.