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Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field
Confirmed, NormalPublicKNOWN ISSUE

Description

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71

Blender Version
Broken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash: rB02948a2cab44
Worked: (newest version of Blender that worked as expected)

Short description of error
Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)

Exact steps for others to reproduce the error

  • Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).
  • Press F12 to render

Event Timeline

Refactored DOF in Blender 2.93 produces jagged black edges, in 2.92 produces diagonal lines

Evan Wilson (EAW) changed the task status from Needs Triage to Needs Information from User.Mar 4 2021, 3:40 AM

Look into .blend file for example.

Thank you for the report. There isn’t a file attached. Could you upload it please?

Look into .blend file for example.

Thank you for the report. There isn’t a file attached. Could you upload it please?

You are welcome! Thanks for reminding me!

Evan Wilson (EAW) changed the task status from Needs Information from User to Needs Triage.Mar 4 2021, 10:06 PM
Germano Cavalcante (mano-wii) changed the task status from Needs Triage to Confirmed.Mar 8 2021, 8:17 PM
Germano Cavalcante (mano-wii) updated the task description. (Show Details)
Germano Cavalcante (mano-wii) changed the subtype of this task from "Report" to "Bug".
Clément Foucault (fclem) changed the subtype of this task from "Bug" to "Known Issue".May 15 2021, 5:56 PM

The stair stepping artifacts are now fixed but the black "veil" transition is a limitation of the new technique. Foreground objects might inflate and this will break the transparency approximation. I would advise to use only the jittered depth of field (setting max size to 0px) for scenes relying heavily on hashed transparency.