White Noise(shader) with GN attributes issue #92699
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Reference: blender/blender#92699
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System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68
Blender Version
Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-10-27 22:07, hash:
b838eaf2b9
Worked:
Short description of error
GN output face
"id"
can be used as factor forWhite Noise
in a shader.While in Orthographic view it works as expected, in perspective 3D view it has some issues.
Render is same as viewport (eevee & cycles).
Exact steps for others to reproduce the error
Fixed file: white noise with GN attributes1105-fixed.blend
[Original]
white noise with GN attributes.blend
Added subscriber: @Mill-Yang
#93919 was marked as duplicate of this issue
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Needs User Info'
Hi, thanks for the report. I am not able to reproduce this on master:
1e749d0602700f175d70eac75f510512fc3b8b42
Please try again with fresh builds: https://builder.blender.org/download/daily/
Are there any specific steps for reproducing the issue?
Does the issue happen with factory settings? {nav File > Defaults > Load Factory Settings}
(Not sure if this is related to #92652 (Attribute capture causes flickering in render (Geometrynodes))
Hi, I tried it with the last build, and rest factory setting.
The issue is still there, and i notice that eevee and cycles' color not match.
test same render, only the 4th setting is clean.
white noise with GN attributes.blend
update the blender file, add a camera and arealight for render. frame 1 is Perspective , frame 2 is Orthographic.
BTW, I think it's not related Attribute capture. I use Fill Attribut to output the attributes in 2.93.5, and can see the same issue .
Changed status from 'Needs User Info' to: 'Needs Triage'
Hi, still I am not able to reproduce with EEVEE.
Sometimes artifacts like this can be fixed by upgrading the driver. Can you please also check that?: https://docs.blender.org/manual/en/3.1/troubleshooting/gpu/windows/nvidia.html
(Also: I can see some changes when switching to Cycles but not quite sure about the reason so I will leave this for others to triage)
System Information
Hi, I changed another computer (nvidia RTX 2060, driver is upgraded) , can see the same issue. Maybe the Nvidia card problem?
Sorry for wasting your time, I can't do any more.
And thansks
System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39
Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-01 19:48, hash:
75f5edcaf3
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Needs User Info'
I also can't replicate the problem in:
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile/Debug Context 20.45.37.01 27.20.14537.1001
You said: "Render is same as viewport (eevee & cycles)".
Does this mean that the problem is seen in both Eeeve and Cycles?
If so, it's very unlikely that the problem is GPU-dependent.
Please try the latest daily build: https://builder.blender.org/download/
Go to File → Defaults → Load Factory Settings and then load your file to see if you still can reproduce this issue.
If the problem persists, please give us more clear instructions on how to reproduce it from scratch.
I tested the lastest daily build and use the Factory setting . Still can see the problem .
Oh , I find the problem!
2.Create Geometry Nodes on the plane, use Capture Attribute output the face index, name it as 'id' in modify panel.
3.In Spreadsheet we can see the 'id' have two number(0 and 1 or more) for the separate face in 'Vertex' domain.
Give plane a material , set the shader like the append blendr file.
Now we can see the issue on the duplicated faces in viewport .
Back to Geometry Node, insert a "Add Math" node before the output Attribute . Add more then 1 value, now the every face show the issue.
Maybe the output attribute value bigger then 1 makes the issue.
white noise with GN attributes1105.blend
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @deadpin
Changed status from 'Needs Triage' to: 'Confirmed'
I am able to confirm this issue using Eevee and after making some modifications to the file to correct a few things. I'll modify the repro steps in the next message.
Changes required:
Added subscriber: @JacquesLucke
I think this issue has nothing to do with the Mesh Island node. Instead I guess that it is caused by floating point inaccuracies when the attribute is interpolated across the surface. Even though it is an integer attribute, eevee and cycles probably handle it as float internally. The white noise node is extremely sensitive to very small changes in the input. So even if the lowest significant bit of the float changes, the output color of the white noise node changes.
I think that is more a known issue than a bug. Here is how the issue could be resolved:
I wasn't able to reproduce the issue in eevee, or at least I didn't see it. Not sure if the same solutions apply there.
Added subscribers: @Bradley_G, @CharlieJolly, @HooglyBoogly
Just want to chime in, since I just closed my report #119061 as duplicate.
There is a difference in that in my example I was using a vector as the attribute data instead of an integer in a attempt to avoid the interpolation. I understand that in case of interpolation it can't be guaranteed to have an exact match down to the bit, but I'm wondering why that is even the case when an interpolation wouldn't be necessary.
I guess Eevee still does some interpolation float3 to float3 in some way (?). In Cycles this doesn't happen for vector face attributes.
I don't think it's the interpolation of data types-- it's the interpolation across triangles giving slightly different values to the white noise node
Right, float interpolation on GPU side produce extremely small fluctuations. So only way to make such thing, is to use face domain.
Not sure why this is confirmed issue, its expected.
Right, but what I'm saying is that neither attribute data type nor domain should result in interpolation for a vector attribute on the face domain, no? Or are you saying that there is interpolation between the triangles of a face?
My point is that the data type is unrelated. This is about the barycentric interpolation within each triangle. Maybe there is a way to avoid it, but I'm not sure. Ideally it wouldn't happen, I agree.
It is how rasterization are works..