2.93 - Cycles Volumetrics - GPU and CPU results look inverted (Distance vs Equiangular sampling) #89353
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Reference: blender/blender#89353
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System Information
Operating system: Ubuntu 20.04
Graphics card: GTX 1080
Blender Version
Broken:
baa7a53974
Short description of error
Volumetrics - GPU and CPU results look inverted
Exact steps for others to reproduce the error
I have tried to simplify it as much as possible from our node network, the map range node is specifically to enhance the contrast (it previously was a colour ramp into a multiply node)
volumetricBug_v001.blend
Added subscriber: @candreacchio
Added subscriber: @Alaska
The rendering differences come from the fact CPUs and GPUs render volumes differently in Cycles. CPUs have access to
Multi-importance sampling
which dynamically adjusts the sampling method of volumes betweenDistance sampling
andEquiangular Sampling
depending on what Cycles believes is best. GPU rendering on the other hand only supportsDistance sampling
.However, the only rendering difference should be the noise, not the actual look of the volume, something else might be going on here. Might be related to {#80267}?
Added subscriber: @iss
I can't reproduce this, because my GPU is not capable of rendering volumes, but when I toggle between multiple importance property I did not see any difference in render, so not sure if this plays any role in this case.
I'm personally able to reproduce the bug. Will wait for someone else's input before confirming the task or merging it.
2021-06-23 09-07-20.mp4
System Information
Operating system: Linux-5.10.0-7-amd64-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.31
Blender Version: 3.0.0 Alpha, branch: master, commit date: 2021-06-22 08:32, hash:
ad9fd47d7b
Glad someone is able to confirm im not going crazy...
I can confirm that changing the Volume Sampling to 'Distance', makes the CPU render like the GPU render.
However, when I was simplifying the scene, I was getting the same results when i was changing the step rate / max steps. As a result, I dont believe it is linked to #80267. I may be wrong though!
I was able to reduce the rendering difference by changing the step rate and/or scaling down the object. However, I had to change the step rate to a value lower than the soft limit set by Blender (E.G. 0.01) to reduce the rendering difference without scaling the object. I don't really have much else to add. I'll let someone else decide what to do with this report (confirm it as a bug, merge it with another report, or something else)
Maybe Cycles-X will handle volumes in such a way this issue is resolved? I don't know.
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Can also confirm the difference.
I think at this point it would be good to have a rendering dev comment on this situation (since I would also expect the sampling method to only affect noise/performance -- and not the final values?)
2.93 - Cycles Volumetrics - GPU and CPU results look invertedto 2.93 - Cycles Volumetrics - GPU and CPU results look inverted (Distance vs Equiangular sampling)Added subscriber: @leesonw
I could not get the images to differ with the latest cycles-x build from the HEAD commit 58ab616d4c6e5d65d9415bb54845eddb0acf54e7 (origin/cycles-x) Have you tested this recently?
Can you repro in master though?
Yes I can repo this on the master branch.
Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
Note this appears to be fixed on the cycles-x branch :-) which will probably be merged on Monday.
This issue was referenced by blender/cycles@5db8d93df3
This issue was referenced by
0803119725
Changed status from 'Confirmed' to: 'Resolved'