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Eevee Reflection Plane glitches when zoomed into and fades the edges of the view while doing so as well (2.8x)
Confirmed, NormalPublic


System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-13 17:12, hash: rBc56526d8b68a
Worked: (optional)

Short description of error
When you use a reflection plane in Eevee, it seems to glitch when you're up close and also fades the edges of the viewport / camera both in viewport and final renders. This has been around ever since 2.80 but I never actually got around to reporting it

Exact steps for others to reproduce the error
Open the file attached and get close to the reflection plane while in rendered mode and then move around, it glitches + fades the edges of the view. This can be reproduced in earlier version of Blender / Eevee as well

Event Timeline

I am not 100% certain but this looks like it's settings in the plane / camera to do with clipping distances

I am not 100% certain but this looks like it's settings in the plane / camera to do with clipping distances

I've tried messing with those settings but it still glitches / fades

Actually I was just preparing to report this issue. This happens when using a reflection plane while also having screen space reflections enabled. The problem disappears if screen space reflections are disabled.
One workaround I found is increasing the camera's "Clip start" distance. In my case it happened with the default clip start of 0.1, but disappeared when it was increased to 0.5.

I prepared a test scene to demo the issue:

Procedure to verify:

  1. Load the test scene.
  2. Press play.
  3. Notice the graphic glitches in the reflection while the camera moves.
  4. Increase the camera's "clip start" value to 0.5.
  5. Play the scene again.
  6. Notice that the graphic glitches disappeared.

While this workaround can get rid of the glitches, that clip start distance equals 50 cm when using metric scale, which is too large for many scenes and would require manually animating the clip start value to prevent the camera from "eating" objects.

@Takuya Sawatari (Takuya) Thank you for that, yeah this workaround does work but is very finicky as you stated. Hopefully we can get this resolved soon : )

Richard Antalik (ISS) changed the task status from Needs Triage to Confirmed.Wed, Jan 15, 12:21 PM

Can confirm, that issue goes away when I disable screen space reflections.