Randomwalk SSS produce strange effect when far away from the world origin. #85986

Closed
opened 2021-02-25 15:39:46 +01:00 by NXSK · 12 comments

System Information
Operating system: windows 10
Graphics card: RTX 3090

Blender Version
Broken: 2.91.2 stable

The object with randomwalk SSS produce strange effect when far away from world origin.
world center.jpg

move to x 300.jpg
When it's at world origin, it's ok. When moved 300 unit on x axis, it looks like the picture blow.

Exact steps for others to reproduce the error
Give an object randomwalk SSS and move it far from world origin.

**System Information** Operating system: windows 10 Graphics card: RTX 3090 **Blender Version** Broken: 2.91.2 stable The object with randomwalk SSS produce strange effect when far away from world origin. ![world center.jpg](https://archive.blender.org/developer/F9838753/world_center.jpg) ![move to x 300.jpg](https://archive.blender.org/developer/F9838755/move_to_x_300.jpg) When it's at world origin, it's ok. When moved 300 unit on x axis, it looks like the picture blow. **Exact steps for others to reproduce the error** Give an object randomwalk SSS and move it far from world origin.
Author

Added subscriber: @NXSK

Added subscriber: @NXSK
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Added subscriber: @filedescriptor

Added subscriber: @filedescriptor
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Changed status from 'Needs Triage' to: 'Confirmed'

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

I can confirm this problem on the latest master as well. Seems like this is a floating-point precision issue

I can confirm this problem on the latest master as well. Seems like this is a floating-point precision issue
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Probably the same as #43835 (ray offsetting giving precission problems / render artifacts / cracks on far away geometry)

Probably the same as #43835 (ray offsetting giving precission problems / render artifacts / cracks on far away geometry)
Author

What about adding a switch between calculating based on world origin and camera position like redshift?

This function in redshift is called "render in camera space". It eliminates render issue by moving the scene around the camera so that numerical precision is maintained as much as possible.

What about adding a switch between calculating based on world origin and camera position like redshift? This function in redshift is called "render in camera space". It eliminates render issue by moving the scene around the camera so that numerical precision is maintained as much as possible.
Member

Added subscriber: @Stefan_Werner

Added subscriber: @Stefan_Werner
Member

It would help to do the entire random walk in object space, not world space, including the ray offset.

It would help to do the entire random walk in object space, not world space, including the ray offset.

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Brecht Van Lommel self-assigned this 2021-10-25 15:25:50 +02:00

Precision here was improved, at least for the setup described in this report I see artifacts in 2.92 but not 3.0.

There's always further improvements that can be done, but will consider this particular bug report resolved.

Precision here was improved, at least for the setup described in this report I see artifacts in 2.92 but not 3.0. There's always further improvements that can be done, but will consider this particular bug report resolved.
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Reference: blender/blender#85986
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