EEVEE: Screen Space Refraction Objects Not Rendering In Final Render when Subsurface Render Pass Enabled #73913

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opened 2020-02-17 09:46:46 +01:00 by Jeroen Bakker · 8 comments
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System Information
Operating system: Linux-5.3.0-28-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13581 Core Profile Context

Blender Version
Broken: version: 2.81, 2.81a, 282 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42
Worked: 2.80

Short description of error
Screen Space Refraction Objects Not Rendering In Final Render when Subsurface Render Pass Enabled

Exact steps for others to reproduce the error
When the next options are match, the objects with ssr materials are not drawn in a final render

  • One object needs to have a material with with the Screen Space Refraction option enabled.
  • One object needs to have a subsurface scattering bsdf.
  • Enable Screen Space Reflections in the Render tab
    ** Enable Refraction in the Render tab
  • Enable Subsurface Direct or Subsurface Color in the viewlayer tab

Now when rendering (final image) the Glass shaded object will not be rendered. I assume that incorrect framebuffers are bound at that the time the reflections/refractions are calculated.

eevee_glass_subsurface.blend

**System Information** Operating system: Linux-5.3.0-28-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13581 Core Profile Context **Blender Version** Broken: version: 2.81, 2.81a, 282 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: `26bd5ebd42` Worked: 2.80 **Short description of error** Screen Space Refraction Objects Not Rendering In Final Render when Subsurface Render Pass Enabled **Exact steps for others to reproduce the error** When the next options are match, the objects with ssr materials are not drawn in a final render * One object needs to have a material with with the `Screen Space Refraction` option enabled. * One object needs to have a subsurface scattering bsdf. * Enable `Screen Space Reflections` in the Render tab ** Enable `Refraction` in the Render tab * Enable `Subsurface Direct` or `Subsurface Color` in the viewlayer tab Now when rendering (final image) the Glass shaded object will not be rendered. I assume that incorrect framebuffers are bound at that the time the reflections/refractions are calculated. [eevee_glass_subsurface.blend](https://archive.blender.org/developer/F8344571/eevee_glass_subsurface.blend)
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Jeroen Bakker self-assigned this 2020-02-17 09:47:29 +01:00
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Issue found during development of #72007 (Design: EEVEE Compositing) added a new report as it was introduced along the way and seems to be easier to fix in master, than in the #72007 branch

Issue found during development of #72007 (Design: EEVEE Compositing) added a new report as it was introduced along the way and seems to be easier to fix in master, than in the #72007 branch
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Added subscriber: @fclem

Added subscriber: @fclem
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Found differences during rendering

  • Issue is that the SSS render pass changes the opaque refraction pass (refract_pass). Will check with @fclem for a good solution

https://developer.blender.org/P1259

At this point there are some render artifacts when using SSS+SSR together. These artifacts are that the SSS masking based on Stencils are rendering hard edges

Found differences during rendering * Issue is that the SSS render pass changes the opaque refraction pass (`refract_pass`). Will check with @fclem for a good solution https://developer.blender.org/P1259 At this point there are some render artifacts when using SSS+SSR together. These artifacts are that the SSS masking based on Stencils are rendering hard edges
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After long pair bugfixing @fclem accepted this change. We can improve in the future, but this code wasn't needed anymore since the shadow map refactoring.
We added this to D6331

After long pair bugfixing @fclem accepted this change. We can improve in the future, but this code wasn't needed anymore since the shadow map refactoring. We added this to [D6331](https://archive.blender.org/developer/D6331)
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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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This issue is resolved by committing D6331

This issue is resolved by committing [D6331](https://archive.blender.org/developer/D6331)
Thomas Dinges added this to the 2.83 LTS milestone 2023-02-08 16:39:36 +01:00
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Reference: blender/blender#73913
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