EEVEE viewport error when using volume and lights (with animation) #70045

Closed
opened 2019-09-19 00:23:44 +02:00 by Andrea Weikert · 19 comments
Member

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25

Blender Version
Tested with the following two versions:
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f5449
Broken: version: 2.81 (sub 11), branch: master, commit date: 2019-09-18 12:51, hash: b962aca800
Worked: (optional)

Short description of error
When enabling a Volume Scatter shader in the World Settings with anisotropy set to 1.0, a simple point light is emitting a streak of light when the camera is animated. This does not show when the animation is rendered.
blender_display_glitch.png

Exact steps for others to reproduce the error

eevee_volumetric.blend

With the attached .blend file:

  • Open the attached .blend file
  • Switch to rendered view (renderer should be Eevee)

Play the animation

To reproduce from scratch (just for info on what I did)

  • Default scene, delete cube, renderer should be Eevee
  • set intensity of point light to high intensity (1000W or so should be enough to see the effect)
  • add Volume Scatter BSDF to Volume output of the world shader with low intensity (0.010) and Anisotropy set to 1.0
  • Place the light so that it can be seen in camera view somewhere on the right side and animate two keyframes for the camera so that the light moves from right to left. (Test file anmiates for 40 frames)

switch to Rendered view and play animation

Note 1
Has been reported as second issue in #58023 with the system info below, so reporting it separately here to be able to close #58023 as the primary issue there is solved.

System Information
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20
Blender Version
Broken: version: 2.81 (sub 11), branch: master, commit date: 2019-09-16 21:02, hash: 76650402f3

Note 2
I wasn't sure if #53588 could be same underlying cause, feel free to de-duplicate this report if it is.

Note 3
I checked that it also happens when using scene lights and world in 'Material Preview' (LookDev) mode

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25 **Blender Version** Tested with the following two versions: Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: `f6cb5f5449` Broken: version: 2.81 (sub 11), branch: master, commit date: 2019-09-18 12:51, hash: `b962aca800` Worked: (optional) **Short description of error** When enabling a Volume Scatter shader in the World Settings with anisotropy set to 1.0, a simple point light is emitting a streak of light when the camera is animated. This does not show when the animation is rendered. ![blender_display_glitch.png](https://archive.blender.org/developer/F7756992/blender_display_glitch.png) **Exact steps for others to reproduce the error** [eevee_volumetric.blend](https://archive.blender.org/developer/F7757024/eevee_volumetric.blend) With the attached .blend file: - Open the attached .blend file - Switch to rendered view (renderer should be Eevee) # Play the animation To reproduce from scratch (just for info on what I did) - Default scene, delete cube, renderer should be Eevee - set intensity of point light to high intensity (1000W or so should be enough to see the effect) - add Volume Scatter BSDF to Volume output of the world shader with low intensity (0.010) and Anisotropy set to 1.0 - Place the light so that it can be seen in camera view somewhere on the right side and animate two keyframes for the camera so that the light moves from right to left. (Test file anmiates for 40 frames) # switch to Rendered view and play animation **Note 1** Has been reported as second issue in #58023 with the system info below, so reporting it separately here to be able to close #58023 as the primary issue there is solved. System Information Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20 Blender Version Broken: version: 2.81 (sub 11), branch: master, commit date: 2019-09-16 21:02, hash: `76650402f3` **Note 2** I wasn't sure if #53588 could be same underlying cause, feel free to de-duplicate this report if it is. **Note 3** I checked that it also happens when using scene lights and world in 'Material Preview' (LookDev) mode
Author
Member

Added subscriber: @elubie

Added subscriber: @elubie
Author
Member

Added subscriber: @Kent-Davis

Added subscriber: @Kent-Davis

Added subscribers: @fclem, @dfelinto

Added subscribers: @fclem, @dfelinto

The light strike doesn't work even if you manually advance the frames (as oppose to playback).

@fclem what is the bug? The playback or the still renders?

The light strike doesn't work even if you manually advance the frames (as oppose to playback). @fclem what is the bug? The playback or the still renders?

Added subscriber: @Firepal

Added subscriber: @Firepal

As far as I can tell, the issue here is the temporal blending applied to volumetrics which is not able to reposition the volumetric lighting correctly and the Anisotropy value at 1 amplifying the issue.
You can see this phenomenon easier by setting the Viewport Samples to 1 and moving around the scene.

I've noticed a few variants of this issue on my own before...

As far as I can tell, the issue here is the temporal blending applied to volumetrics which is not able to reposition the volumetric lighting correctly and the Anisotropy value at 1 amplifying the issue. You can see this phenomenon easier by setting the Viewport Samples to 1 and moving around the scene. I've noticed a few variants of this issue on my own before...

Same as mine. Loo last scroll move up until end there.
Ignore on top. Just scroll move up until end you can see.
https://developer.blender.org/T58023

September 17, 2019

System Information
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20

Blender Version
Broken: version: 2.81 (sub 11), branch: master, commit date: 2019-09-16 21:02, hash: 76650402f3
Worked: (optional)

@Andrea Weikert (elubie) You may check on Layout TAB and click play you can notice light lamb cause something wrong look funny while render I don't know word to explain you.

Link ticket
Link picture

There for Macintosh only. Not for Windows.

Now you can see AMD https://www.youtube.com/watch?time_continue=18&v=C49IYlJy_oY

Same as mine. Loo last scroll move up until end there. Ignore on top. Just scroll move up until end you can see. https://developer.blender.org/T58023 September 17, 2019 System Information Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20 Blender Version Broken: version: 2.81 (sub 11), branch: master, commit date: 2019-09-16 21:02, hash: 76650402f3 Worked: (optional) @Andrea Weikert (elubie) You may check on Layout TAB and click play you can notice light lamb cause something wrong look funny while render I don't know word to explain you. [Link ticket ](https://dev-files.blender.org/file/data/liokecvdv7rymuraik2w/PHID-FILE-) [Link picture ](hcal7fou6ygxrs5od7rr/Screen_Shot_2019-09-17_at_3.27.58_PM.png) There for Macintosh only. Not for Windows. Now you can see AMD https://www.youtube.com/watch?time_continue=18&v=C49IYlJy_oY

This is a known issue of the temporal reprojection of volumetrics. We should do smarter anti bleeding but it would bias the result.

This is a known issue of the temporal reprojection of volumetrics. We should do smarter anti bleeding but it would bias the result.

Added subscriber: @JacobMerrill-1

Added subscriber: @JacobMerrill-1

can we expect ATAA at some point?

can we expect ATAA at some point?

Added subscriber: @satishgoda1

Added subscriber: @satishgoda1
Philipp Oeser removed the
Interest
EEVEE & Viewport
label 2023-02-09 15:15:19 +01:00

Close a ticket now please.

Close a ticket now please.

@PratikPB2123
Close this ticket here.

@PratikPB2123 Close this ticket here.
Member

@Kent-Davis hi, issue is still visible on Windows platform. Metal backend might have fixed this on MacOS.

**System Information**
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78
@Kent-Davis hi, issue is still visible on Windows platform. Metal backend might have fixed this on MacOS. ``` **System Information** Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78 ```

@PratikPB2123 Oh I seeeeeeee. no problem.

@PratikPB2123 Oh I seeeeeeee. no problem.

4 years ago since until now but there no more OpenGL for Mac on Blender 4.0.0
I don't use EEVEE any more.
If you want close a ticket this time?

4 years ago since until now but there no more OpenGL for Mac on Blender 4.0.0 I don't use EEVEE any more. If you want close a ticket this time?

Hello @PratikPB2123
I notice there new feature "EEVEE Next" and something good on Blender 4.1.0? if you can found resolve and you may change something close ticket or other way?

Hello @PratikPB2123 I notice there new feature "EEVEE Next" and something good on Blender 4.1.0? if you can found resolve and you may change something close ticket or other way?
Member

I notice there new feature "EEVEE Next" and something good on Blender 4.1.0

EEVEE-next is planned for 4.2 If I remember correctly: https://devtalk.blender.org/t/eevee-next-release-postponed-to-blender-4-2-lts/33035

By the way, if the bug reported here is fixed in new viewport Metal backend, I think we can close this report

> I notice there new feature "EEVEE Next" and something good on Blender 4.1.0 EEVEE-next is planned for 4.2 If I remember correctly: https://devtalk.blender.org/t/eevee-next-release-postponed-to-blender-4-2-lts/33035 By the way, if the bug reported here is fixed in new viewport Metal backend, I think we can close this report
Blender Bot added
Status
Archived
and removed
Status
Confirmed
labels 2024-02-15 05:32:08 +01:00

Yes correct and yes close a ticket.

Yes correct and yes close a ticket.
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
8 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#70045
No description provided.