strong emission leaks in fresnel-like manner in Eevee, even if emissive texture part is not actually covered by UVs #78347

Closed
opened 2020-06-27 10:58:04 +02:00 by MACHIN3 · 8 comments

System Information
Operating system: Linux-4.15.0-101-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21

Blender Version
Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f7
Worked: Never

Short description of error
I have an object using an emission texture and I've noticed that the emission has a tendency to appear in a fresnel-like manner, even on parts of the object, whose UVs don't cover ther emissive part of the texture. This happens only in Eevee, not in Cycles.
This goes back to 2.80, so not sure if there is actually something that can be done, or if its simply result of some optimzation.

To illustrate, have a look at this image and video demo:
eevee_fresnel_emission.png

video demo

eevee_fresnel_emission.zip

Exact steps for others to reproduce the error

  • extract the zip file and open eevee_emission_fresnel.blend
  • slightly turn the viewport so the box face to the right almost completely vanishes, it should start to emit
  • notice how the emissive texture part is not on any of the unwrapped sides
**System Information** Operating system: Linux-4.15.0-101-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21 **Blender Version** Broken: version: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: `211b6c29f7` Worked: Never **Short description of error** I have an object using an emission texture and I've noticed that the emission has a tendency to appear in a fresnel-like manner, even on parts of the object, whose UVs don't cover ther emissive part of the texture. This happens only in Eevee, not in Cycles. This goes back to 2.80, so not sure if there is actually something that can be done, or if its simply result of some optimzation. To illustrate, have a look at this image and video demo: ![eevee_fresnel_emission.png](https://archive.blender.org/developer/F8646826/eevee_fresnel_emission.png) [video demo](https://www.youtube.com/watch?v=ITnuL4DJq6w) [eevee_fresnel_emission.zip](https://archive.blender.org/developer/F8646810/eevee_fresnel_emission.zip) **Exact steps for others to reproduce the error** * extract the zip file and open eevee_emission_fresnel.blend * slightly turn the viewport so the box face to the right almost completely vanishes, it should start to emit * notice how the emissive texture part is not on any of the unwrapped sides
Author

Added subscriber: @MACHIN3

Added subscriber: @MACHIN3

#79478 was marked as duplicate of this issue

#79478 was marked as duplicate of this issue

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

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

Added subscribers: @fclem, @brecht

Added subscribers: @fclem, @brecht

This is a classic mipmapping artifact. On near-orthogonal faces the differentials become very large and it chooses low mipmap levels, causing the orange color to bleed in.

Some kind of higher quality filtering, or manual control over mipmap levels to choose the aliasing vs. accurarcy trade-off may help. Not sure this would be a considered a bug by @fclem.

This is a classic mipmapping artifact. On near-orthogonal faces the differentials become very large and it chooses low mipmap levels, causing the orange color to bleed in. Some kind of higher quality filtering, or manual control over mipmap levels to choose the aliasing vs. accurarcy trade-off may help. Not sure this would be a considered a bug by @fclem.

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Clément Foucault self-assigned this 2020-07-02 14:15:34 +02:00

Yes this is pure mipmapping artifact. Not much we can do here.

We used to have a setting for disabling mipmaps globally but it seems to have been removed (I can't remember why).

This is something to be tackled by #66436.

Yes this is pure mipmapping artifact. Not much we can do here. We used to have a setting for disabling mipmaps globally but it seems to have been removed (I can't remember why). This is something to be tackled by #66436.

Added subscribers: @Ghost_Train, @iss

Added subscribers: @Ghost_Train, @iss
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Reference: blender/blender#78347
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