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eevee pixel artifacts, holdout mixed with lightpathnode, reinforced with bloom and Dof
Closed, ResolvedPublicBUG


System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87

Blender Version
Broken: version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: rB0330d1af29c0
Broken in 2.90 and 2.91
Worked: 2.83.5 2.83.6

Short description of error
Eevee produced pixelartifacts when using a holdout-shader for composting. Reinforced by bloom and Dof.
The rendered Image differs with different camera-settings for f-Stop.

Exact steps for others to reproduce the error
see file: render f12, there is a bright spot in the rendered image. change f-stop to 2.1, the bright spot dissapears.
Using 'is camera-ray' or' is shadow-ray' in the nodetree both produced the pixelartifacts.

Event Timeline

Germano Cavalcante (mano-wii) changed the task status from Needs Triage to Confirmed.Sep 25 2020, 9:02 PM
Germano Cavalcante (mano-wii) changed the subtype of this task from "Report" to "Bug".

I can confirm.
It is related to Boom, Depth of Field (from the camera) and Transparence.
If you disable any of these, the problem goes away.

Should be fixed by new Depth of Field when merged (D10238).

not fixed in 2.93-master
(in 2.92 all is perfect)

temporarily fixed by replacing the Principled BSDF shader with the custom and turning off transparency mode to Opaque

here is different: broken in 292 but fixed in 293

Different scene, New test:


when i applyed the rotation of one object of the plane, the bright spot went away...

not fixed in 2.93-master
(in 2.92 all is perfect)

Looks like issue was fixed in latest git!
Thank you, blender developers!