indirect lightning not the same before and after baking #63442

Closed
opened 2019-04-09 23:21:29 +02:00 by -- · 9 comments

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
Eeveeshadow.png
now if I render I have no shadow or like another value for my threshold
Eeveeshadow1.jpg
but if I do bake indirect light I have to set again my threshold into the 3D view Blender.jpg
but now with the right setting of the threshold Blender_2.jpg
in the render I get the same result Blender Render.jpg
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}]

**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 ![Eeveeshadow.png](https://archive.blender.org/developer/F6923741/Eeveeshadow.png) now if I render I have no shadow or like another value for my threshold ![Eeveeshadow1.jpg](https://archive.blender.org/developer/F6923745/Eeveeshadow1.jpg) but if I do bake indirect light I have to set again my threshold into the 3D view ![Blender.jpg](https://archive.blender.org/developer/F6923755/Blender.jpg) but now with the right setting of the threshold ![Blender_2.jpg](https://archive.blender.org/developer/F6923758/Blender_2.jpg) in the render I get the same result ![Blender Render.jpg](https://archive.blender.org/developer/F6923760/Blender_Render.jpg) 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](https://archive.blender.org/developer/F6923769/blend.blend)}]
Author

Added subscriber: @zgorg

Added subscriber: @zgorg
Member

Added subscriber: @nacioss

Added subscriber: @nacioss
Member

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.

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

Added subscriber: @ZedDB
Clément Foucault was assigned by Sebastian Parborg 2019-04-10 18:22:20 +02:00

I can reproduce this issue. Simply:

  1. Open the .blend file
  2. Delete the Lighting Cache
  3. Change shader threshold value to 24.4
  4. The viewport and the rendered result is not the same (seem like the threshold result value is off by one)
I can reproduce this issue. Simply: 1. Open the .blend file 2. Delete the Lighting Cache 3. Change shader threshold value to 24.4 4. The viewport and the rendered result is not the same (seem like the threshold result value is off by one)

I think I can't reproduce. This may have been fixed. @ZedDB can you reproduce?

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.

@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'

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.

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.
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Reference: blender/blender#63442
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