Precision issue with large distances #74624
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Reference: blender/blender#74624
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System Information
Operating system: Win 10
Graphics card: 1080ti{F8399226}
Blender Version
Broken: version: 2.83 (sub 11)
Worked: Never
Short description of error
Unwanted glitches with the use of transparent shader. See picture:
The object with the orange outline is a simple cube with applied scale.
Exact steps for others to reproduce the error
Rendered
viewThe camera should already be selected, change the X coordinate to even higher values in order to make the issue more evident.
transparent_shader_refraction.blend
Added subscriber: @PeterBaintner
#89322 was marked as duplicate of this issue
I guess the reason is, that the object is too far from origin (719.817 m, -1112.15 m, 222.678 m). So the z-precision of cycles is not enough at this point.
Changed status from 'Needs Triage' to: 'Archived'
Unfortunately scaling this certain scene down does not resolve the issue. Also have a look at the black artefacts on the plane. Those are also coming from missing alpha precision.
Updated version here: https://www.dreisicht.net/share/searchwing/3d/blender/master/master_master_08_bugreport.blend
Changed status from 'Archived' to: 'Needs User Info'
Added subscriber: @LazyDodo
reopened at request of user
https://blender.stackexchange.com/questions/128225/how-to-remove-unwanted-refraction-bent-straw-illusion-from-cycles-material
This is another explanation of the problem. Unfortunately without an reply.
Have not looked at your file, but the stackexchange post is a classic floating point precision issue.
As the integer part of the number gets bigger, you have less storage available to store the fractional part, it's not as much a bug in cycles as just the way computers deal with fractional numbers.
Yes I am aware of precision errors. Just too bad scaling doesn't help. So the only workaround would be to leave the camera in the origin and move everything else?
But still - 700m fur such an error is very unexpected in my opinion.
Transparent shader glitchto Precision issue with large distancesChanged status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Needs User Info'
The scenario described is too time consuming for us to track down, we require the bug reporter to narrow down the problem.
Normally .blend files can be simplified by removing most objects and disabling settings, until the problem reveals itself more clearly.
Here is a very much simplified version: transparent_shader_refraction.blend
Steps to produce this file: create a cylinder, and a cube. Cube gets transparent shader, Move all the objects including the camera 800m from the origin, and you get unwanted refraction.
Changed status from 'Needs User Info' to: 'Confirmed'
Added subscriber: @brecht
I believe this is a known limitation due to float precision.
@brecht, what do you think?
Added subscriber: @ssh4
Have same issue in Eevee, and had some reports from 3D scannig studios about limited ability of Blender working with Geo referenced data.
Definitely Blender lack of float precision.
Is there are any idea how hard can be increase Blender precision for better support of real world or georeferenced data?
Added subscriber: @zickkie
Have that problem with IK chains. And "large distance" itself is a quite relative term. Because IK starts to inexplicably jiggle being moved (depends on rig) at, for example, just 100 meters from zero location.IK_bug_when_far_away.blend
In the atached file you can just rotate Root bone and you'll see IK bones jiggling.
Added subscriber: @ThomasDinges
Changed status from 'Confirmed' to: 'Resolved'
Cannot confirm this report anymore, with Blender 3.4.