Cycles doesn't render volumes when clip end is inside the volume #92789

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opened 2021-11-03 14:42:23 +01:00 by Sven Hinze · 10 comments

System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11

Blender Version
Broken: version: 3.1.0 Alpha, branch: arcpatch-D13070, commit date: 2021-11-02 14:29, hash: 53d54fc6a9
Worked: (newest version of Blender that worked as expected)

Short description of error
When clip end is set to a value inside a volume, the volume is not renderered at all.
Related to #92491 so an alpha build is needed.

Exact steps for others to reproduce the error

  • Open project
  • Press F12 (Volume isn't rendered)
  • Set clip end to something high (e.g. 100)
  • Press F12 again (Volume is rendered)

volume.blend

**System Information** Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11 **Blender Version** Broken: version: 3.1.0 Alpha, branch: arcpatch-[D13070](https://archive.blender.org/developer/D13070), commit date: 2021-11-02 14:29, hash: `53d54fc6a9` Worked: (newest version of Blender that worked as expected) **Short description of error** When clip end is set to a value inside a volume, the volume is not renderered at all. Related to [#92491 ](https://developer.blender.org/T92491) so an alpha build is needed. **Exact steps for others to reproduce the error** - Open project - Press F12 (Volume isn't rendered) - Set clip end to something high (e.g. 100) - Press F12 again (Volume is rendered) [volume.blend](https://archive.blender.org/developer/F11696788/volume.blend)
Author

Added subscriber: @Sven-Hinze

Added subscriber: @Sven-Hinze
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

Can confirm the behavior (but that was the same before CyclesX, so behaves the same in 2.93.5 for me).

I guess #cycles devs needs to comment here (this might be expected behavior or have been reported before, cant find a duplicate though).

Can confirm the behavior (but that was the same before CyclesX, so behaves the same in 2.93.5 for me). I guess #cycles devs needs to comment here (this might be expected behavior or have been reported before, cant find a duplicate though).

Added subscriber: @brecht

Added subscriber: @brecht

This is a known limitation right now.

It's due to the logic in volume_stack_clean, but we can't just remove that because it introduces other issues.

This is a known limitation right now. It's due to the logic in `volume_stack_clean`, but we can't just remove that because it introduces other issues.

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
Author

@brecht Could you elaborate on this issue? I really need this functionality for my master's thesis and want to try to fix it myself.

@brecht Could you elaborate on this issue? I really need this functionality for my master's thesis and want to try to fix it myself.

See the comment for volume_stack_clean:

/* Clean stack after the last bounce.
 *
 * It is expected that all volumes are closed manifolds, so at the time when ray
 * hits nothing (for example, it is a last bounce which goes to environment) the
 * only expected volume in the stack is the world's one. All the rest volume
 * entries should have been exited already.
 *
 * This isn't always true because of ray intersection precision issues, which
 * could lead us to an infinite non-world volume in the stack, causing render
 * artifacts.
 *
 * Use this function after the last bounce to get rid of all volumes apart from
 * the world's one after the last bounce to avoid render artifacts.
 */
See the comment for `volume_stack_clean`: ``` /* Clean stack after the last bounce. * * It is expected that all volumes are closed manifolds, so at the time when ray * hits nothing (for example, it is a last bounce which goes to environment) the * only expected volume in the stack is the world's one. All the rest volume * entries should have been exited already. * * This isn't always true because of ray intersection precision issues, which * could lead us to an infinite non-world volume in the stack, causing render * artifacts. * * Use this function after the last bounce to get rid of all volumes apart from * the world's one after the last bounce to avoid render artifacts. */ ```

It's easy to just not use that function in a custom build, but we can't do that in regular builds without introducing problems.

It's easy to just not use that function in a custom build, but we can't do that in regular builds without introducing problems.
Philipp Oeser removed the
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label 2023-02-09 14:02:55 +01:00
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Reference: blender/blender#92789
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