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DOF bug in EEVEE when using apha blending on a princpled shader.
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Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-17 21:07, hash: rB741641f4c3b8
Worked: (optional)

Short description of error
Dof causes banding in EEVEE if a material has alpha hashed blend mode, and the alpha is not set to 1 in the principled node.

Exact steps for others to reproduce the error
create a plane, add a principled shader, turn on alpha hashed, turn down alpha a bit in principled node. add a camera and render in EEVEE. Banding appears between the camera and the fstop distance.

Details

Type
Bug

Event Timeline

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

I have set the F-stop to a high value, but I can't seem to notice any banding.

Hi Sebastian, here's a video showing the issue. The problem occurs only when hashed blend alpha mode is enabled on the material settings and the principled shader has alpha set to less than 100%. Changing the dof distance changes where the banding is. The issue happens with or without an environment light. I'd use alpha blend mode, but then I lose the reflections.

https://vimeo.com/3dillusions/review/344619542/de6b8a4d81

The file you sent does the same thing, you just forgot to put dof on. Here's your file with dof on.

Sebastian Parborg (zeddb) raised the priority of this task from Needs Information from User to Confirmed, Medium.Jun 27 2019, 9:52 AM

Unfortunately this is a limitation of the current implementation. Transparency never worked well with DoF, especially in the realtime graphics domain.

Clément Foucault (fclem) closed this task as Archived.Jul 9 2019, 2:56 PM