Generated noise texture is not infinite / looped #63789
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opened 2019-04-22 01:59:47 +02:00 by Acrivec Cevirca
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Reference: blender/blender#63789
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31
Blender Version
Broken: version: 2.80 (sub 57), branch: blender2.7, commit date: 2019-04-17 19:26, hash:
b46245470f
Short description of error
![kCquPCt- [x].png](https://archive.blender.org/developer/F6965365/kCquPCt_1_.png)
![lp6ZXn0- [x].png](https://archive.blender.org/developer/F6965368/lp6ZXn0_1_.png)
Generated noise texture is not infinite.
I wanted to have very fine noise in normal maps for this 32 meters wide panel. Can't be.
If there is lack of float numbers available it should do some trick of, for example, mirroring everything around, or simply looping back-to-back.
Exact steps for others to reproduce the error
Just use very big scale for noise generated texture. I expect other generated textures to work same way.
/edit:
Voronoi actually goes good. Noise texture on the attached .blend was cutting black on 5000. Voronoi was good on crazy value of 200^70.
snow.blend
Added subscriber: @Acrivec
Added subscriber: @mel
As you use procedural textures can't you also scale the uvs when above 5000 scale ?
As you can see it's not based on UVs. It's object location.
Also, that would be a workaround, whereas we clearly have a bug here. Voronoi texture was correctly applied for a value of 200^70.
Added subscriber: @StephenSwaney
A couple points:
Computer numbers are not infinite or continuous.
You have an insanely high scale on your noise texture. A better name for 'scale', IMHO, would be frequency. Bigger scale means higher frequency which means smaller features.
It's difficult to tell, but if you look at your noise texture directly (thank you, Node Wrangler!) it looks like the features are so small as to merge into one continuous mess. If the Voronoi texture works better for this, you might want to use it.
If they would blend to one mess they would cover the whole plane, not a part of it, which shrinks with the scale increasing further. It's clearly bugged. It comes to a certain value and then it cuts off generation - thus leaving everything out of it's bounds black.
It should work like voronoi - be continous. And there are enough ways of making numbers to seem continous to do this.
Can you indicate where the discontinuous parts are?
Does turning off the floor in Overlays help?
Do you have the problem using a buildbot version from blender.org?
Just look at the bug report, can't you see black cut off when scale goes up/down? Can't you see there's version given there, too? There's even .blend attached.
And if by floor you mean grid display, then no, it's not helping.
Added subscriber: @ZedDB
I can't reproduce this on my end. I do not get any black borders. Is this still an issue for you with the latest build?
@ZedDB yes, lastest build with blend attached
2019-04-25_15-02-58.webm
Added subscriber: @LazyDodo
I get them in the viewport but a cycles render (seems?) fine
@LazyDodo As I can see you're right. That's viewport bug, not cycles.
2019-04-25_15-10-44.webm
@LazyDodo do you also have a Nvidia card? It works for me in the viewport textured view without these problems (linux, AMD).
Yeah that was on a gtx670, i just tried mesa and that just crashes blender with this file, not sure what is up with that.
Added subscriber: @fclem
@LazyDodo the open source nvidia drivers are not good (much to the fault of nvidia), so I'm not too surprised that is doesn't work.
I think I can mark this as confirmed then. @fclem I'm guessing that you can reproduce this with an nvidia card?
sorry, didn't mean to imply mesa support nvidia on windows, it runs llvm/softpipe (mostly irrelevant to this ticket though)
Can you reproduce this with latest build?
After diving into the cycles implementation it seems that cycles uses SSE intrinsics to make computation faster on CPU. So maybe precision is different in this case. But the base implementation seems to be the same.
I did make the result more safe and checked for infinity in
1fa7d51f34
like cycles does.We cannot however support every GLSL compiler and that is dependent on the driver / hardware vendor. They may be doing special tricks to make optimizations but that is a blackbox to us.
@fclem unfortunately on
2.80 (sub 60), branch: master, commit date: 2019-04-29 10:32, hash:
a57fec986d
it's still broken.
I will try again tomorrow on a newer build.
Anyway it's not a bug that is very high priority - if final render is done peroperly then I'm happy as long as I can see a part of that little square. It would be worse if I'd go for higher scale that caused whole object to be black - then it would force me to use rendered view, and with subdivision it would be terrible
/edit:
Checked on 2019-04-30 build, as expected not working.
Added subscriber: @Jeroen-Bakker
Added subscriber: @Sergey
@fclem we are able to reproduce it at BI.
Seems that the r is nan around this area. checking on nan made it better. Will need to check where the nan comes from...
Jeroen (in cognito)
Added subscriber: @brecht
Cycles uses
isfinite()
, so it should ber = (isinf(r) || isnan(r)) ? 0.0: r;
for equivalent results.I took a quick peek here yesterday, my current theory is with scale at 5000 at having detail set to 16 will get you 5000^16 for the final octaves coords which goes over MAX_FLT. which in turn messes up the normal calculations causing the black band. but i didn't have time to actually prove it.
Added subscriber: @Smjert
I'm intruding :D, but I was trying that too and there's a grey band anyway (in my case it's near the place the 3D cursor is in the scene).
Also, not that I want to hijack the original issue but, since with Cycles it's supposed to work, with the same file if I switch to it I get this as soon as it starts to do the Path tracing (Debug build, Nvidia 1080, ArchLinux):

Also I hit this assert after a while (but I cannot reproduce now and I had scaled up the plane a bit :S):
EDIT:
I also tried to update to today commits (the build I had was from yesterday), and switching to Cycles crashes now.
Do you want me to open a new bug?
When i said cycles works, i meant 'no black ring' , on second look there is some artifacting but not as bad and a different pattern than in the glsl viewport. still pretty sure detail+scale are overflowing, see if the assert goes away if you put the noise texture going into the bump back to 14 from 16.
Don't know if you saw my edit, unfortunately (or luckily?) I cannot get that assert to reproduce, but I get a crash/segfault (not an assert) in a different place when switching to Cycles.
If I dial down the texture detail to 14 Eevee render looks fine, but switching to Cycles crashes anyway:
EDIT:
Oh wait.. I noticed only now that it's trying to add a non existing image hum..
Well, it's pink, it's clearly not loading some image.
Yeah I didn't think about that because I wasn't expecting it taking the whole viewport. Though now it's actually crashing.
Ah
3c07967ef2
fixed the crash.Added subscriber: @mano-wii
It seems that the problem is related to the conversion of the
floor
value to int.Here are two solutions that I found:
or...
(Feel free to commit)
This issue was referenced by
d32a103d53
Changed status from 'Open' to: 'Resolved'