Adaptive sampling breaks value Shader AOV's #74572
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Reference: blender/blender#74572
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19
Blender Version
Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-06 22:46, hash:
dcdcc23488
Worked: (optional)
Short description of error
Value shader AOV's are broken after enabling adaptive sampling.
The Images are showing a simple noise texture plugged into the Value slot of an AOV output.
Expected result (no adaptive sampling):
Adaptive Sampling GPU only:
Adaptive Sampling CPU only:
Adaptive Sampling CPU+GPU:
Using a realy low adaptive threshold fixes the problem but it basically eliminates the purpose of AS.
Plugging the texture into the Color slot and setting the AOV also to color fixes the Problem.
Exact steps for others to reproduce the error
create a noise texture node in the Material of the default cube
plug it into a AOV output node as a Value
create a new Shader AOV pass referencing the AOV node and setting it to value
enable Adaptive sampling
render: the AOV pass is broken
plug the texture into the color slot and set the AOV pass to color
render: the resulting pass is as expected
disableing adaptive sampling also fixes the problem
Adaptive_Sampling.blend
Added subscriber: @Jan-PhilipBusse
Adaptive sampling breaks Shader AOVto Adaptive sampling breaks value Shader AOV'sAdded subscriber: @Stefan_Werner
I just noticed that the AOV pass gets somehow the sample count pass as an Alpha chanel which makes the AOV pass basically unusable for compositing, I don't realy know whats going on here. Just view the AOV pass as Color and alpha or with a viewer node in the compositor. I had no luck recovering the pass so far.
By the way CPU+GPU rendering seems to be broken with adaptive sampling.
This is the Sample Count pass:
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @KonstantinsVisnevskis
In my case Adaptive Sampling adds noisy dilatated (3x3px) shading mixed into AOV (both color and value).
Expected solid white mask:
Added subscriber: @Hell2o
It looks like the issue is that AOV Values aren't being normalised to the actual sample count but to the max samples. a workaround is to divide the AOV value by the debug sample count value in the compositor (see attached files)
AOV Test.blend
AOV Test workaround.blend
This issue was referenced by blender/cycles@00ef44b46e
This issue was referenced by
82a8da0ec3
Changed status from 'Confirmed' to: 'Resolved'
This issue was referenced by blender/cycles@c6742cdd1f
This issue was referenced by
10f0e003a9
This issue was referenced by blender/cycles@0c170f7dae
This issue was referenced by
e05552f7c4
Sry to say it but now an Value AOV breaks even the combined pass:
Build hash:
10f0e003a9
The Szene is the same as the Step by Step guide in the initial post with factory settings.
Strangly: If I set the Tile size to 16px or 32px, the GPU renders fine, if I set it higher to 64px, the result is the same as with CPU rendering.
Are you entirely certain you tested
10f0e003a9
and not a revision right before that? Since this looks like the problem caused by the commit I reverted.Or maybe there was some refresh issue on the buildbot, and the very latest build helps.
https://builder.blender.org/download/
I can't reproduce this problem in any case.
Yes I'm sure, I also tested the latest build
53981c7fb6
with the same result.exact steps:
system-info.txt
I also tested on two different mashines, one Intel i7 7700K and one Ryzen 2700x, both with Nvidia cards. Maybe the system-info helps?
Added subscriber: @lichtwerk
Changed status from 'Resolved' to: 'Confirmed'
I'd say I can confirm what @Jan-PhilipBusse says (in
a3c1605581
)#74572.blend
@brecht: mind checking again?
This issue was referenced by blender/cycles@bacc90ff57
This issue was referenced by
91d7f5d246
Changed status from 'Confirmed' to: 'Resolved'