Volume artifacts when transparent interfaces are in front, and issues with Min Light and Transparency Bounces #94425

Closed
opened 2021-12-28 00:53:41 +01:00 by Fernando Alcala · 13 comments

System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68

Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-12-25 21:08, hash: dd3a72f275

Short description of error
Dark voxels in a volume (size is directly related to volume resolution) appear when Min Light Bounces or Min Transparency Bounces are set too low when some kind of transparent interface is in front.
Also, they appear to get darker when bounces are increased.

Exact steps for others to reproduce the error
dark voxels trans and min bouncing.blend
Place an object with a transparency, glass with a non-1.0 color, or Principled BSDF with transmission in front of a volume (add mesh Suzanne → add volume empty → mesh to volume modifier).
#93246 (Brecht triaged it as high priority) and #94394 are of this issue.

With one interface to go through, only 1 is needed for the Min Bounces. But when multiple interfaces are in front, more Bounces are needed (obviously). But as bounces increase, the dark voxels get darker until they are instantly gone.

With both Min Light and Transparency Bounces set to 0
tran 0.png


With Light 0 going from Transparency 1 up to 7:
tran 1.png
tran 2.png
tran 3.png
tran 4.png
tran 5.png
tran 6.png
tran 7.png


With Transparency 0 going from Light 1 to 7:
light 1.png
light 2.png
light 3.png
light 4.png
light 5.png
light 6.png
light 7.png


Both Light and Transparency 7
light and tran 7.png


When Transparency is clear, adding even a clear glass object will then make it blocky again. No amount of Transparency can clear that.

tran 7 light 0 single glass.png
Just set Light to 1 and it's fixed.
tran 7 light 1 single glass.png

Then in this case, Light and Tran are 0, but it's clear through the glass?
what.png


And this is a single object with modeled geometry instead of different objects.
single object.png

**System Information** Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68 **Blender Version** Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-12-25 21:08, hash: `dd3a72f275` **Short description of error** Dark voxels in a volume (size is directly related to volume resolution) appear when Min Light Bounces or Min Transparency Bounces are set too low when some kind of transparent interface is in front. Also, they appear to get darker when bounces are increased. **Exact steps for others to reproduce the error** [dark voxels trans and min bouncing.blend](https://archive.blender.org/developer/F12778539/dark_voxels_trans_and_min_bouncing.blend) Place an object with a transparency, glass with a non-1.0 color, or Principled BSDF with transmission in front of a volume (add mesh Suzanne → add volume empty → mesh to volume modifier). #93246 (Brecht triaged it as high priority) and #94394 are of this issue. With one interface to go through, only 1 is needed for the Min Bounces. But when multiple interfaces are in front, more Bounces are needed (obviously). But as bounces increase, the dark voxels get darker until they are instantly gone. With both **Min Light and Transparency Bounces set to 0** ![tran 0.png](https://archive.blender.org/developer/F12778477/tran_0.png) --- With Light 0 going from **Transparency 1 up to 7:** ![tran 1.png](https://archive.blender.org/developer/F12778476/tran_1.png) ![tran 2.png](https://archive.blender.org/developer/F12778479/tran_2.png) ![tran 3.png](https://archive.blender.org/developer/F12778475/tran_3.png) ![tran 4.png](https://archive.blender.org/developer/F12778481/tran_4.png) ![tran 5.png](https://archive.blender.org/developer/F12778480/tran_5.png) ![tran 6.png](https://archive.blender.org/developer/F12778483/tran_6.png) ![tran 7.png](https://archive.blender.org/developer/F12778482/tran_7.png) --- With Transparency 0 going from **Light 1 to 7:** ![light 1.png](https://archive.blender.org/developer/F12778466/light_1.png) ![light 2.png](https://archive.blender.org/developer/F12778467/light_2.png) ![light 3.png](https://archive.blender.org/developer/F12778468/light_3.png) ![light 4.png](https://archive.blender.org/developer/F12778469/light_4.png) ![light 5.png](https://archive.blender.org/developer/F12778478/light_5.png) ![light 6.png](https://archive.blender.org/developer/F12778470/light_6.png) ![light 7.png](https://archive.blender.org/developer/F12778473/light_7.png) --- Both **Light and Transparency 7** ![light and tran 7.png](https://archive.blender.org/developer/F12778471/light_and_tran_7.png) --- When Transparency is clear, adding even a clear glass object will then make it blocky again. No amount of Transparency can clear that. ![tran 7 light 0 single glass.png](https://archive.blender.org/developer/F12778521/tran_7_light_0_single_glass.png) Just set Light to 1 and it's fixed. ![tran 7 light 1 single glass.png](https://archive.blender.org/developer/F12778522/tran_7_light_1_single_glass.png) Then in this case, Light and Tran are 0, but it's clear through the glass? ![what.png](https://archive.blender.org/developer/F12778530/what.png) --- And this is a single object with modeled geometry instead of different objects. ![single object.png](https://archive.blender.org/developer/F12778536/single_object.png)

#94394 was marked as duplicate of this issue

#94394 was marked as duplicate of this issue

Added subscriber: @Fernando-Alcala

Added subscriber: @Fernando-Alcala

Added subscriber: @mano-wii

Added subscriber: @mano-wii

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

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

Since the issue can be worked around by editing Min Light Bounces or Min Transparency Bounces, I wonder if this is a limitation and not a bug.

Since the issue can be worked around by editing Min Light Bounces or Min Transparency Bounces, I wonder if this is a limitation and not a bug.

Added subscriber: @Florian-10

Added subscriber: @Florian-10

Yea, but it is not intended to look that way and theoretically bumping the min bounces up does increase render times.

Yea, but it is not intended to look that way and theoretically bumping the min bounces up does increase render times.

Showing how smoke resolution relates to block size.
2022-02-02 22-22-50.mp4

Showing how smoke resolution relates to block size. [2022-02-02 22-22-50.mp4](https://archive.blender.org/developer/F12843176/2022-02-02_22-22-50.mp4)

Added subscriber: @iss

Added subscriber: @iss

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

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

Resolved with the fix from May 75a051a6ab.
low sample noise.png

Resolved with the fix from May 75a051a6ab. ![low sample noise.png](https://archive.blender.org/developer/F14151482/low_sample_noise.png)

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Germano Cavalcante self-assigned this 2023-01-16 16:38:10 +01:00

Thanks for the feedback @Fernando-Alcala, I can confirm that the dark voxels are gone.

Thanks for the feedback @Fernando-Alcala, I can confirm that the dark voxels are gone.
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Reference: blender/blender#94425
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