Cycles Transparent Shading BUG #92450
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Reference: blender/blender#92450
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68
Blender Version
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-10-23 20:02, hash:
8c21667f3c
Worked: (newest version of Blender that worked as expected)
Short description of error
When Object A with transparent shader intersecting Object B with MultiscatterGGX Glass shader or GGX shader+Volume Absorption, will cause artifacts.
The glass base mesh (mentioned as Object B) has three shading combination:
①GGX Glass shader at 0 roughness + Volume Absorption
②Multiscatter GGX Glass shader at 0 roughness + Volume Absorption
③Multiscatter GGX Glass shader at more than 0 roughness
All three combination will cause the artifact.
The following pic is rendered with all light path set to 64 and quite high iteration samples.
Exact steps for others to reproduce the error
Please open the providing blend file to reproduce.
Transparent Shading BUG.blend
Added subscriber: @baoyu
Added subscriber: @brecht
Added subscriber: @Sergey
Added subscriber: @ktdfly
Changed status from 'Needs Triage' to: 'Confirmed'
It remains me of another annoying bug which hasn't been solved yet.
https://developer.blender.org/T85259
This transparent shading bug makes it unable to render decals over glassware using cycles.
This appears to be caused by our trick to skip the
shade_surface
kernel if we know it has no emission or shadow transparency. We assume the throughput is the same inintersect_closest
, but withshade_volume
in between that is not the case.This issue was referenced by blender/cycles@abae29fbbd
This issue was referenced by
ffe115d1a8
Changed status from 'Confirmed' to: 'Resolved'
This issue was referenced by None@62742
Tested on build
Quite happy to see that the volume + transparent bug has been solved.
While the Multiscatter GGX + transparent scenario still gives the wrong result.
Added subscriber: @Fernando-Alcala
You should create another report for the rough one
This is the new thread.
https://developer.blender.org/T93068