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Eevee render inconsistency between 3D View, Viewport render, and F12 Render
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Description

System Information
Operating system: Linux Deepin 15, Kernel 4.15.0
Graphics card: GeForce RTX 2080

Blender Version
Broken: version: 2.80, branch: blender2.7, commit date: 2019-06-11 21:45, hash: d93a7290e506
Worked: (optional)

Short description of error
Eevee result is inconsistent between 3D View, Viewport rendering, and F12 Rendering. In this character example, the eye's are different in each. I've gone through my regular regimen of troubleshooting, making sure visibility toggles are consistent in the outliner and that render settings are setup properly. Nothing has fixed it and the difference between 3D view and Viewport rendering especially makes me think this is a bug.

Exact steps for others to reproduce the error

  1. Open the attached .blend file
  2. Perform viewport render
  3. Advance 1 slot and perform an F12 render.
  4. Note the differences between these renders and the 3D view

Event Timeline

That's a large file! Could you try removing extraneous things from it so that it's just the bare minimum necessary to replicate the problem? (eg. ideally your file would just be the eyes and associated material/texture.)

Sebastian Parborg (zeddb) triaged this task as Needs Information from User priority.

Right, try to strip out as much as you can from that file so that it is a minimal example of the issue.

I've made a simple file that I believe shows the same issue as with the eyes in the bugreporters first post. It's a monkey inside a refractive sphere.

The issue can also be seen in the viewport. If you change from solid to rendered view, it's almost as if the brighter parts of the refracted background hdri is drawn in front of the monkey until you do something that redraws the view. Like panning the view a bit, or hover the cursor over the move, zoom or view rotation gizmo. (Is it even supposed to redraw view just by hovering over those gizmos?).

First time you choose rendered view it looks ok for me so you might need to go to solid and back to rendered again before it happens. Pressing f12 to render you can see the same error. I also noticed the more samples you use the less pronounced the error is. Like it fades away a tiny bit with every sample.

Operating system: Windows 7 64-bit
Graphics card: GeForce GTX 1060 6GB

Sebastian Parborg (zeddb) raised the priority of this task from Needs Information from User to Confirmed, Medium.
Clément Foucault (fclem) raised the priority of this task from Confirmed, Medium to Confirmed, High.Jul 7 2019, 11:09 PM