Render looks differently in preview and render #73163

Closed
opened 2020-01-16 15:49:46 +01:00 by Michael Soluyanov · 10 comments

System Information
Operating system: Linux-4.15.0-72-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-14 23:08, hash: 3edd8d5b07

Short description of error
Render looks differently in preview and render, that makes unpredictable results on render

Exact steps for others to reproduce the error

Note, that tiny line appears on surface of the model. So render has unpredictable artifacts, that are not shown in preview.

Notes
If model was triangulated manually (X -> Limited dissolve, then Ctrl+T), artifacts do not appear.
Model generated by converting curve to mesh.

**System Information** Operating system: Linux-4.15.0-72-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21 **Blender Version** Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-14 23:08, hash: `3edd8d5b07` **Short description of error** Render looks differently in preview and render, that makes unpredictable results on render **Exact steps for others to reproduce the error** * Use the file: [triangulation issue.blend](https://archive.blender.org/developer/F8281515/triangulation_issue.blend) * First check Cycles render preview ![Снимок экрана от 2020-01-16 17-43-19.png](https://archive.blender.org/developer/F8281519/Снимок_экрана_от_2020-01-16_17-43-19.png) * Then render ![Снимок экрана от 2020-01-16 17-43-12.png](https://archive.blender.org/developer/F8281521/Снимок_экрана_от_2020-01-16_17-43-12.png) Note, that tiny line appears on surface of the model. So render has unpredictable artifacts, that are not shown in preview. **Notes** If model was triangulated manually (X -> Limited dissolve, then Ctrl+T), artifacts do not appear. Model generated by converting curve to mesh.
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Added subscriber: @crantisz

Added subscriber: @crantisz
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Added subscribers: @brecht, @EAW

Added subscribers: @brecht, @EAW
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I can confirm.

Rendering out a normal pass, the value of the Blue Channel changes from 0.00000 to -0.00000 on that line.

Normal_Layer_B_Channel_LessThan_0.exr

Here is the result of separating the channels in the compositor and running the normal layer's blue channel through a math node set to Less Than 0.00

Normal_Layer_B_Channel_LessThan_0.png

@brecht So I am guessing this is a precision issue where F12 render uses a different precision than Viewport Shading: Rendered?

I am not sure if this is a known limitation or a bug so I will leave it up to a developer with more knowledge in this area.


Triaging Note: When using the Map Range node, the default From Min and To Min values are 0.00. Using the right then left arrow keys with the the values are as follows: 0.00 -> 0.100 -> -3.72529e-09
It doesn't go back to 0.00 as I expected it to do. Included in case this is helpful information for possibly solving this issue.


I then took a closer look at the model and saw that there are 4 faces that make up that line.

I had missed this before as the wireframe overlay setting was 0.5

many faces.jpg

Merging those faces

faces merged.jpg

Fixes the issue of the line appearing in the render

Render_Faces_merged.png

Normal_Layer_B_Channel_LessThan_0_Faces_merged.exr

It does so by setting the normal layer B channel to -0.00000

Normal_Layer_B_Channel_LessThan_0_Faces_merged.png

triangulation issue1.blend


System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13

Blender Version
Broken: version: 2.83 (sub 0), branch: master, commit date: 2020-01-15 06:16, hash: 6c0eeb1569

I can confirm. Rendering out a normal pass, the value of the Blue Channel changes from 0.00000 to -0.00000 on that line. ![Normal_Layer_B_Channel_LessThan_0.exr](https://archive.blender.org/developer/F8281569/Normal_Layer_B_Channel_LessThan_0.exr) Here is the result of separating the channels in the compositor and running the normal layer's blue channel through a math node set to `Less Than` 0.00 ![Normal_Layer_B_Channel_LessThan_0.png](https://archive.blender.org/developer/F8281565/Normal_Layer_B_Channel_LessThan_0.png) @brecht So I am guessing this is a precision issue where `F12` render uses a different precision than `Viewport Shading: Rendered`? I am not sure if this is a known limitation or a bug so I will leave it up to a developer with more knowledge in this area. --- Triaging Note: When using the `Map Range` node, the default `From Min` and `To Min` values are 0.00. Using the right then left arrow keys with the the values are as follows: 0.00 -> 0.100 -> -3.72529e-09 It doesn't go back to 0.00 as I expected it to do. Included in case this is helpful information for possibly solving this issue. --- I then took a closer look at the model and saw that there are 4 faces that make up that line. I had missed this before as the `wireframe` overlay setting was 0.5 ![many faces.jpg](https://archive.blender.org/developer/F8281588/many_faces.jpg) Merging those faces ![faces merged.jpg](https://archive.blender.org/developer/F8281592/faces_merged.jpg) Fixes the issue of the line appearing in the render ![Render_Faces_merged.png](https://archive.blender.org/developer/F8281594/Render_Faces_merged.png) ![Normal_Layer_B_Channel_LessThan_0_Faces_merged.exr](https://archive.blender.org/developer/F8281596/Normal_Layer_B_Channel_LessThan_0_Faces_merged.exr) It does so by setting the normal layer B channel to -0.00000 ![Normal_Layer_B_Channel_LessThan_0_Faces_merged.png](https://archive.blender.org/developer/F8281622/Normal_Layer_B_Channel_LessThan_0_Faces_merged.png) [triangulation issue1.blend](https://archive.blender.org/developer/F8281669/triangulation_issue1.blend) --- **System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13 **Blender Version** Broken: version: 2.83 (sub 0), branch: master, commit date: 2020-01-15 06:16, hash: `6c0eeb1569`
Michael Soluyanov changed title from Triangulation works differently in preview and render to Render looks differently in preview and render 2020-01-17 07:47:31 +01:00
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can also confirm, thise very thin triangle(s) somewhat behave differently.

Can also confirm, thise very thin triangle(s) somewhat behave differently.

This is likely a raytracing precision issue, maybe a difference between the dynamic viewport BVH and static BVH for final render. In general long thin triangles can be problematic.

There is some work underway to improve issues like this, see D6250: Fix #43835, #54284: Cycles with no ray offsetting. More a known issue than a bug.

This is likely a raytracing precision issue, maybe a difference between the dynamic viewport BVH and static BVH for final render. In general long thin triangles can be problematic. There is some work underway to improve issues like this, see [D6250: Fix #43835, #54284: Cycles with no ray offsetting](https://archive.blender.org/developer/D6250). More a known issue than a bug.

Added subscriber: @ThomasDinges

Added subscriber: @ThomasDinges

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Thomas Dinges self-assigned this 2022-11-24 16:43:06 +01:00

Cannot confirm this anymore with Blender 3.4, but was likely fixed in 3.2 already, see https://wiki.blender.org/wiki/Reference/Release_Notes/3.1/Cycles#Ray_Tracing_Precision

Cannot confirm this anymore with Blender 3.4, but was likely fixed in 3.2 already, see https://wiki.blender.org/wiki/Reference/Release_Notes/3.1/Cycles#Ray_Tracing_Precision
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Reference: blender/blender#73163
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