Eevee spotlight clipping through solid objects while using Principled Volume #73551

Closed
opened 2020-02-02 21:49:35 +01:00 by Marcelo P Freitas · 8 comments

System Information

  • AMD® Ryzen 7 1700x eight-core processor × 16
  • 16 GB
    Operating system:
  • Either Windows 10 or Debian 10
    Graphics card:
  • GeForce GTX 1060 6GB/PCIe/SSE2

Blender Version
Broken: (example: 2.80, edbf15d3c0, master, 2018-11-28, as found on the splash screen)
Worked: (optional)

system-info.txt
Volumetric_with_spotLight.blend
spotlightvisible.png

Short description of error
If you use a spotlight inside a solid object (Simulating a lamp reflector) and you use principled volume on your scene when you render,
you can see the light in the other side of object. Like as an interference.

Exact steps for others to reproduce the error
You can reproduce in the blender file attached.

**System Information** - AMD® Ryzen 7 1700x eight-core processor × 16 - 16 GB Operating system: - Either Windows 10 or Debian 10 Graphics card: - GeForce GTX 1060 6GB/PCIe/SSE2 **Blender Version** Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: (optional) [system-info.txt](https://archive.blender.org/developer/F8317848/system-info.txt) [Volumetric_with_spotLight.blend](https://archive.blender.org/developer/F8317850/Volumetric_with_spotLight.blend) ![spotlightvisible.png](https://archive.blender.org/developer/F8317877/spotlightvisible.png) **Short description of error** If you use a spotlight inside a solid object (Simulating a lamp reflector) and you use principled volume on your scene when you render, you can see the light in the other side of object. Like as an interference. **Exact steps for others to reproduce the error** You can reproduce in the blender file attached.

Added subscriber: @MarceloPereiradeFreitas

Added subscriber: @MarceloPereiradeFreitas

#96257 was marked as duplicate of this issue

#96257 was marked as duplicate of this issue

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

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

Added subscribers: @fclem, @Jeroen-Bakker

Added subscribers: @fclem, @Jeroen-Bakker
Member

This is related to a known limitation of eevee https://docs.blender.org/manual/en/latest/render/eevee/limitations.html

Volume Objects
  Object volume shaders will affect the whole bounding box of the object. The shape of the volume must be adjusted using procedural texturing inside the shader.

As the implementation is working as designed this is not considered a bug. @fclem Do you want this to be marked as a Known Issue or Invalid?

This is related to a known limitation of eevee https://docs.blender.org/manual/en/latest/render/eevee/limitations.html ``` Volume Objects Object volume shaders will affect the whole bounding box of the object. The shape of the volume must be adjusted using procedural texturing inside the shader. ``` As the implementation is working as designed this is not considered a bug. @fclem Do you want this to be marked as a `Known Issue` or `Invalid`?

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Clément Foucault self-assigned this 2020-02-08 00:04:39 +01:00

It is a limitation because the step size is way too high (i.e: "Sample" is way too low compared to "Start", "End" and "Distribution" is tuned too far from 1.0) so light from further froxels (frustum aligned voxels) bleeds light onto closer geometry because of linear interpolation.

It is a limitation because the step size is way too high (i.e: "Sample" is way too low compared to "Start", "End" and "Distribution" is tuned too far from 1.0) so light from further froxels (frustum aligned voxels) bleeds light onto closer geometry because of linear interpolation.
Member

Added subscribers: @joaulo, @PratikPB2123

Added subscribers: @joaulo, @PratikPB2123
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Reference: blender/blender#73551
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