Cycles Principled shader Fresnel glitches #73184

Closed
opened 2020-01-17 11:36:01 +01:00 by Lars Bönsch · 13 comments

System Information
Consistent across 3 diffrent devices and operating systems.

Blender Version
Broken: v2.8 stable
still Broken: v2.83 Alpha, 9d90cad3ed, 2020-01-17 00:13

Short description of error
Specific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed.

Using all white background to better visiualize artefacts.
Cycles:
image.png
Eevee:
image.png

Exact steps for others to reproduce the error
Delete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values.
(Happens on both smooth and flat shaded objects...)

Here's a 2.80 file to try it out:
bug_report_principled.blend

**System Information** Consistent across 3 diffrent devices and operating systems. **Blender Version** Broken: v2.8 stable still Broken: v2.83 Alpha, 9d90cad3ed39, 2020-01-17 00:13 **Short description of error** Specific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed. Using all white background to better visiualize artefacts. Cycles: ![image.png](https://archive.blender.org/developer/F8282887/image.png) Eevee: ![image.png](https://archive.blender.org/developer/F8282889/image.png) **Exact steps for others to reproduce the error** Delete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values. (Happens on both smooth and flat shaded objects...) Here's a 2.80 file to try it out: [bug_report_principled.blend](https://archive.blender.org/developer/F8282896/bug_report_principled.blend)
Author

Added subscriber: @larsdd_b

Added subscriber: @larsdd_b
Author

Found by user Atair and discussed on devtalk, but no bug reports were filed due to negative response by community: https://devtalk.blender.org/t/cycles-principled-bsdf-violating-energy-conservation/10828/1

Found by user Atair and discussed on devtalk, but no bug reports were filed due to negative response by community: https://devtalk.blender.org/t/cycles-principled-bsdf-violating-energy-conservation/10828/1

Added subscribers: @brecht, @WilliamReynish

Added subscribers: @brecht, @WilliamReynish

Pretty sure this follows the Disney paper, so not a bug. @brecht can you confirm?

Pretty sure this follows the Disney paper, so not a bug. @brecht can you confirm?
Author

Btw: I've made a chart for better troubleshooting...

Specular Metallic Rougness Cycles Eevee
0 0 0 dark fresnel evenly lit
0 0 0.5 evenly lit evenly lit
0 0 1 bright fresnel evenly lit
1 0 0 bright fresnel bright fresnel
1 0 0.5 evenly lit evenly lit
1 0 1 bright fresnel evenly lit
0 1 0 slightly darker, but even lighting slightly darker, but even lighting
0 0>0.05>0.5 0 nothing out of ordinary when changing "metallic" object suddently gains a bright fresnel, that then disappears
0 1 1 dark lighting with slightly brigher rim dark lighting with slightly brigher rim

There are differences between eevee and cycles in this white room test (and Idk ... I don't see, how both can be compliant with the paper at the same time, if they differ) and there appear to be at least some weird artefacts in my opinion.

Hope that helps ...

Btw: I've made a chart for better troubleshooting... | **Specular** | **Metallic** | **Rougness** | **Cycles** | **Eevee** | | -- | -- | -- | -- | -- | | 0 | 0 | 0 | dark fresnel | `evenly lit`| | 0 | 0 | 0.5 | evenly lit | evenly lit | | 0 | 0 | 1 | bright fresnel | `evenly lit` | | 1 | 0 | 0 | bright fresnel | bright fresnel | | 1 | 0 | 0.5 | evenly lit | evenly lit | | 1 | 0 | 1 | bright fresnel | `evenly lit` | | 0 | 1 | 0 | slightly darker, but even lighting | slightly darker, but even lighting | | 0 | 0>0.05>0.5 | 0 | nothing out of ordinary | when changing "metallic" object suddently gains a bright fresnel, that then disappears | | 0 | 1 | 1 | dark lighting with slightly brigher rim | dark lighting with slightly brigher rim | There are differences between eevee and cycles in this white room test (and Idk ... I don't see, how both can be compliant with the paper at the same time, if they differ) and there appear to be at least some weird artefacts in my opinion. Hope that helps ...

Added subscriber: @fclem

Added subscriber: @fclem

There is some expected difference between EEVEE and Cycles, the fresnel term is one of them. I don't know about cycles but for eevee I don't see anything wrong.

There is some expected difference between EEVEE and Cycles, the fresnel term is one of them. I don't know about cycles but for eevee I don't see anything wrong.
Author

In #73184#967844, @fclem wrote:
for eevee I don't see anything wrong,

Okay then I'd just like to point out some weird obversations, I've made when checking eevee:

  1. When specular is 1 and metallic is 0, changing the roughness will introduce a bright "fresnel-rimlight" at smaller roughness values.
  2. When specular and roughness are at 0, changing the metallic value from 0 to slightly abve that suddently introduces a bright fresnel highlight, that fades away as you increase the metallic value. Once you've reached it's max value at 1, that bright "rimlight" is completely gone and the objeckt is evenly lit.
    image.png
    Image is supposed to visualize the second mention, the sphere has a metal_value of 0 at the top and 1 at the bottom and you can see a weird rimlight appearing...
> In #73184#967844, @fclem wrote: > for eevee I don't see anything wrong, Okay then I'd just like to point out some weird obversations, I've made when checking eevee: 1. When specular is 1 and metallic is 0, changing the roughness will introduce a bright "fresnel-rimlight" at smaller roughness values. 2. When specular and roughness are at 0, changing the metallic value from 0 to slightly abve that suddently introduces a bright fresnel highlight, that fades away as you increase the metallic value. Once you've reached it's max value at 1, that bright "rimlight" is completely gone and the objeckt is evenly lit. ![image.png](https://archive.blender.org/developer/F8653409/image.png) Image is supposed to visualize the second mention, the sphere has a metal_value of 0 at the top and 1 at the bottom and you can see a weird rimlight appearing...
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

Since this has been in limbo for so long now and admittedly it is unclear to me how behavior should be in this case, will hand this off to the module team to decide.

Maybe @fclem can confirm again that (after the last comment), this is still how Eevee is supposed to work

Since this has been in limbo for so long now and admittedly it is unclear to me how behavior should be in this case, will hand this off to the module team to decide. Maybe @fclem can confirm again that (after the last comment), this is still how Eevee is supposed to work

Added subscriber: @IHaveThatPower

Added subscriber: @IHaveThatPower
Philipp Oeser removed the
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Render & Cycles
label 2023-02-09 14:01:31 +01:00
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Seems to be fixed already. From the attached file I see nothing out of the ordinary, EEVEE and Cycles also match well.

Seems to be fixed already. From the attached file I see nothing out of the ordinary, EEVEE and Cycles also match well.
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Reference: blender/blender#73184
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