Artefacts appear when ambient occlusion (AO) is enabled #93346
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Reference: blender/blender#93346
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System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63
Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-11-22 23:57, hash:
d1a4e043bd
Worked: N/A
Short description of error
I use AO for all my textures. When I render out models in Cycles with those AO textures, sometimes I see these artefacts on the model caused by the AO (I know they are caused by the AO because they do not appear when I turn it off, and the colour of the artefacts depends on the colour of the AO). The artefacts do not follow any edges or vertices, and they seem to decrease (though not disappear) when more topology is added (for example, when the model is bevelled or a subsurf modifier is used). Strangely, the artefacts tend to change or even completely disappear when their position is changed in the model (so there isn't any other mesh occluding the model, nor is it a topology issue). The issue may or may not persist when the model is taken to a different file.
Exact steps for others to reproduce the error
BGRep.blend
Added subscriber: @sharukh345
Added subscriber: @Alaska
Changed status from 'Needs Triage' to: 'Confirmed'
I can confirm in Blender 3.1.0 and Blender 2.93 (I didn't test any others)
Turning off "Smooth Shading" resolves the issue.
Thank you! Another interesting thing I've noticed, the issue only appears when the mesh is away from the centre of the world. When it's near the centre, the issue resolves by itself. By the way, I do need shade smooth for the model.
This indicates a precision issue. D12954: Removing ray offestting attempts to address issues like this. And testing that patch does indeed resolve the issue for me. The patch will probably be implemented into Blender 3.1.
Thanks! However, I really have no idea how to implement the patch by myself in the version of Blender I am using. Can you please tell me how to do that?
Applying the patch to your version of Blender means you need to compile Blender from the source code and as such requires some technical knowledge. If you wish to try this out, you can follow these two guides for building Blender and enabling CUDA/OptiX support in it:
If you have any questions during the process, https://blender.chat/channel/blender-builds is probably the best place to ask for help.
Following building Blender, you will need to apply the patch to it. https://blender.chat/channel/blender-builds is also probably the best place to ask for help doing that.
Added subscriber: @leesonw
I rendered this with the no ray offsetting patch D12954 also and it appears to work :-)
I am hoping to get this patch in soon.
Thanks so much, guys! I'll figure out how to implement the patch into Blender and share the results.
Closed as duplicate of #43835