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Mixing subsurface scattering shaders in EEVEE gives harsh (banded) result.
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Description

Win7x64
Gtx 1070

Broken: blender-2.80.0-git.19dcb22a885d-windows64
Worked: blender-2.80.0-git.d966c2f0c2ad-windows64

I have previously reporded this issue (https://developer.blender.org/T64244) and it was partially fixed but
still mixing two subsurface shaders gives wrong result.

Screenshot


Details

Type
Bug

Event Timeline

https://docs.blender.org/manual/en/dev/render/engines/eevee/limitations.html#eevee-limitations-sss

Only one BSSRDF can produce screen space subsurface scattering.
The evaluated BSSRDF is currently arbitrarily chosen.

What you see is the translucency without SSS diffusion so it exhibit banding artifact.