EEVEE: Material update does not trigger shadowmap update #68165

Open
opened 2019-08-03 06:40:37 +02:00 by Vu Pham · 7 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60

Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f5449
Worked: (optional)

Short description of error
Modify procedural does not update real time in view port shading in EEVEE

Exact steps for others to reproduce the error
Just a cookie with procedural noise in front of a point light in EEVEE (remove hdri if it's missing), I could not see changes while modify noise texture, also with viewer

Attached blend file and video
studio-light-v1.blend
studio-procedural-gobo.mp4

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60 **Blender Version** Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: `f6cb5f5449` Worked: (optional) **Short description of error** Modify procedural does not update real time in view port shading in EEVEE **Exact steps for others to reproduce the error** Just a cookie with procedural noise in front of a point light in EEVEE (remove hdri if it's missing), I could not see changes while modify noise texture, also with viewer Attached blend file and video [studio-light-v1.blend](https://archive.blender.org/developer/F7646673/studio-light-v1.blend) [studio-procedural-gobo.mp4](https://archive.blender.org/developer/F7646675/studio-procedural-gobo.mp4)
Author

Added subscriber: @VuPham

Added subscriber: @VuPham

#65598 was marked as duplicate of this issue

#65598 was marked as duplicate of this issue
Member

Added subscribers: @fclem, @lichtwerk

Added subscribers: @fclem, @lichtwerk
Member

Can confirm that shadow maps are not updating unless you have Soft Shadows enabled.

I have simplified the file a bit [removed Add shader, deleted second light, turned off scene world, ...], to show this problem a bit easier:
(this file already has the Soft Shadows enabled, so updating the procedural noise will in fact update the shadow maps, but disabling Soft Shadows will not update shadow maps if you tweak the noise scale for example...)

studio-light-v1_phi.blend

@fclem: this can tbe on purpose, right?

Can confirm that shadow maps are not updating unless you have `Soft Shadows` enabled. I have simplified the file a bit [removed Add shader, deleted second light, turned off scene world, ...], to show this problem a bit easier: (this file already has the `Soft Shadows` enabled, so updating the procedural noise will in fact update the shadow maps, but disabling `Soft Shadows` will not update shadow maps if you tweak the noise scale for example...) [studio-light-v1_phi.blend](https://archive.blender.org/developer/F7771846/studio-light-v1_phi.blend) @fclem: this can tbe on purpose, right?
Philipp Oeser changed title from View Port Render Shading Does Not Update Procedural Noise to Eevee shadow maps from Procedural Noise dont update with 'Soft Shadows' disabled 2019-09-23 12:20:30 +02:00

Added subscriber: @Sergey

Added subscriber: @Sergey

This is not on purpose.

@Sergey it seems to me the object is not tagged properly but, it really is the material that is being change. Should the update tag go up to the object level?

This is what happens when I update the material if I run --debug-depsgraph:

[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EXIT()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EXIT()
[SCScene :: View Layer]: Operation is entry point for update: MATERIAL_UPDATE()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EVAL()
[SCScene :: View Layer]: Operation is entry point for update: MATERIAL_UPDATE()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_ENTRY()
[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_ENTRY()
[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()
[SCScene :: View Layer]: Operation is entry point for update: MATERIAL_UPDATE()
[SCScene :: View Layer]: Accumulated recalc bits for MAmGobo: 4282380163
[SCScene :: View Layer]: Accumulated recalc bits for NTShader Nodetree: 4282380163
[SCScene :: View Layer]: deg_evaluate_copy_on_write on NTShader Nodetree (0x7f16e665ec08)
[SCScene :: View Layer]: deg_evaluate_copy_on_write on MAmGobo (0x7f16d5ca3208)
[SCScene :: View Layer]: BKE_nodetree_shading_params_eval on NTShader Nodetree (0x7f16e665ec08)
[SCScene :: View Layer]: BKE_material_eval on MAmGobo (0x7f16d5ca3208)
Depsgraph updated in 0.000364 seconds.
graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT
graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT
graph_id_tag_update: id=MAmGobo flags=LEGACY_0 source=USER_EDIT
graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT
graph_id_tag_update: id=MAmGobo flags=LEGACY_0 source=USER_EDIT
graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=USER_EDIT
graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=USER_EDIT
This is not on purpose. @Sergey it seems to me the object is not tagged properly but, it really is the material that is being change. Should the update tag go up to the object level? This is what happens when I update the material if I run `--debug-depsgraph`: ``` [SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EXIT() [SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EXIT() [SCScene :: View Layer]: Operation is entry point for update: MATERIAL_UPDATE() [SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EVAL() [SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EVAL() [SCScene :: View Layer]: Operation is entry point for update: MATERIAL_UPDATE() [SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE() [SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_ENTRY() [SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_ENTRY() [SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE() [SCScene :: View Layer]: Operation is entry point for update: MATERIAL_UPDATE() [SCScene :: View Layer]: Accumulated recalc bits for MAmGobo: 4282380163 [SCScene :: View Layer]: Accumulated recalc bits for NTShader Nodetree: 4282380163 [SCScene :: View Layer]: deg_evaluate_copy_on_write on NTShader Nodetree (0x7f16e665ec08) [SCScene :: View Layer]: deg_evaluate_copy_on_write on MAmGobo (0x7f16d5ca3208) [SCScene :: View Layer]: BKE_nodetree_shading_params_eval on NTShader Nodetree (0x7f16e665ec08) [SCScene :: View Layer]: BKE_material_eval on MAmGobo (0x7f16d5ca3208) Depsgraph updated in 0.000364 seconds. graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT graph_id_tag_update: id=MAmGobo flags=LEGACY_0 source=USER_EDIT graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT graph_id_tag_update: id=MAmGobo flags=LEGACY_0 source=USER_EDIT graph_id_tag_update: id=NTShader Nodetree flags=LEGACY_0 source=USER_EDIT graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=USER_EDIT graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE source=USER_EDIT ```
Clément Foucault changed title from Eevee shadow maps from Procedural Noise dont update with 'Soft Shadows' disabled to EEVEE: Material update does not trigger shadowmap update 2020-01-17 19:50:47 +01:00

Added subscribers: @you.le, @Firepal, @tombambadil

Added subscribers: @you.le, @Firepal, @tombambadil
Philipp Oeser removed the
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Reference: blender/blender#68165
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