Workbench renders image with bad alignment when importing via Import Images as Plane #74712

Closed
opened 2020-03-13 06:28:03 +01:00 by Casey Connor · 8 comments

System Information
Operating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116

Blender Version
Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-03 18:38, hash: 31aefdeec5
Worked: (optional)

Addon Information
Name: Import Images as Planes (3, 3, 1)
Author: Florian Meyer (tstscr), mont29, matali, Ted Schundler (SpkyElctrc)

Short description of error
Imported image is slightly wrapped both horizontally and vertically when rendered via Workbench. I don't know if this is an add-on thing or a Workbench thing or an Image Texture node thing or a Principled BSDF thing, but it doesn't happen in Cycles or EeeVee so I thought perhaps it was not the add-on.

Exact steps for others to reproduce the error

  • see attached blend file: a plane is imported with the PNG (attached, but also packed in .blend)
  • viewed with orthographic side camera, notice that when the renderer is Workbench and viewport mode is "rendered", the white lines are wrapped horizontally and vertically to the opposite side of the image plane (see attached demo image screen capture)
  • this does not happen in either Cycles or EeeVee
**System Information** Operating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116 **Blender Version** Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-03 18:38, hash: `31aefdeec5` Worked: (optional) **Addon Information** Name: Import Images as Planes (3, 3, 1) Author: Florian Meyer (tstscr), mont29, matali, Ted Schundler (SpkyElctrc) **Short description of error** Imported image is slightly wrapped both horizontally and vertically when rendered via Workbench. I don't know if this is an add-on thing or a Workbench thing or an Image Texture node thing or a Principled BSDF thing, but it doesn't happen in Cycles or EeeVee so I thought perhaps it was not the add-on. **Exact steps for others to reproduce the error** * see attached blend file: a plane is imported with the PNG (attached, but also packed in .blend) * viewed with orthographic side camera, notice that when the renderer is Workbench and viewport mode is "rendered", the white lines are wrapped horizontally and vertically to the opposite side of the image plane (see attached demo image screen capture) * this does not happen in either Cycles or EeeVee
Author

Added subscriber: @clepsydrae

Added subscriber: @clepsydrae
Author
[images_as_planes_issue.blend](https://archive.blender.org/developer/F8403161/images_as_planes_issue.blend) ![images_as_planes_screenshot_of_results.png](https://archive.blender.org/developer/F8403160/images_as_planes_screenshot_of_results.png) ![images_as_plane_bug.png](https://archive.blender.org/developer/F8403159/images_as_plane_bug.png)

Added subscribers: @Jeroen-Bakker, @mano-wii

Added subscribers: @Jeroen-Bakker, @mano-wii

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

Changed status from 'Needs Triage' to: 'Archived'
Germano Cavalcante self-assigned this 2020-03-13 15:07:47 +01:00

I can confirm, but this is not a problem of bad alignment, this is the result of texture Extension (or Texture Wrapping) (See image.html ).
Workbench does not support other types of texture Extensions than Repeat.
So closing.

@Jeroen-Bakker, I don't know how difficult it would be to implement this, but it seems something reasonable for the Workbench to support.

I can confirm, but this is not a problem of bad alignment, this is the result of texture `Extension` (or `Texture Wrapping`) (See [image.html ](https://docs.blender.org/manual/en/dev/render/shader_nodes/textures/image.html#bpy-types-shadernodeteximage)). `Workbench` does not support other types of texture Extensions than `Repeat`. So closing. @Jeroen-Bakker, I don't know how difficult it would be to implement this, but it seems something reasonable for the Workbench to support.
Author

Thanks Germano -- is that correct? Even if Workbench only supports Repeat, it shouldn't be repeating these pixels at the edge of the plane?

If I explicitly set the bounds mode to "Repeat", Cycles and EeeVee still look fine (as expected), and Workbench still erroneously repeats the pixels at the edge... doesn't that look like Workbench is rendering incorrectly?

Thanks Germano -- is that correct? Even if Workbench only supports Repeat, it shouldn't be repeating these pixels at the edge of the plane? If I explicitly set the bounds mode to "Repeat", Cycles and EeeVee still look fine (as expected), and Workbench still erroneously repeats the pixels at the edge... doesn't that look like Workbench is rendering incorrectly?

In #74712#890879, @clepsydrae wrote:
Thanks Germano -- is that correct? Even if Workbench only supports Repeat, it shouldn't be repeating these pixels at the edge of the plane?

If I explicitly set the bounds mode to "Repeat", Cycles and EeeVee still look fine (as expected), and Workbench still erroneously repeats the pixels at the edge... doesn't that look like Workbench is rendering incorrectly?

This happens as a result of "repeat" plus the "bilinear filter".
The "bilinear filter" kind of mixes the neighboring pixels.
I also suspect that this is the only filter supported for textures on Workbench.

> In #74712#890879, @clepsydrae wrote: > Thanks Germano -- is that correct? Even if Workbench only supports Repeat, it shouldn't be repeating these pixels at the edge of the plane? > > If I explicitly set the bounds mode to "Repeat", Cycles and EeeVee still look fine (as expected), and Workbench still erroneously repeats the pixels at the edge... doesn't that look like Workbench is rendering incorrectly? This happens as a result of "repeat" plus the "bilinear filter". The "bilinear filter" kind of mixes the neighboring pixels. I also suspect that this is the only filter supported for textures on Workbench.
Author

Thank you -- using "closest" seems to eliminate the issue, so that method seems to be implemented in Workbench. Not sure if "closest" will be usable in general, but it's a potential workaround.

It would be great if "clip" can be implemented -- some of us doing motion graphics depend on Workbench. Thanks for the attention.

Thank you -- using "closest" seems to eliminate the issue, so that method seems to be implemented in Workbench. Not sure if "closest" will be usable in general, but it's a potential workaround. It would be great if "clip" can be implemented -- some of us doing motion graphics depend on Workbench. Thanks for the attention.
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Reference: blender/blender#74712
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