Cycles: Metal GPU rendering using Principled Volume Shader adds grey tint #95159
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Reference: blender/blender#95159
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System Information
Operating system: macOS-12.1-arm64-arm-64bit 64 Bits
Graphics card: Apple M1 Max Apple 4.1 Metal - 76.3
Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2022-01-23 18:29, hash:
38c7378949
Worked: did never work for me
Short description of error
In every of my own test since we have Metal GPU support in cycles, some grey is added to materials using the Prinicpled Volume shader on the GPU.
I get the expected output with the CPU on the M1 and on a Win10 laptop (CPU and CUDA) too.
Viewport and final render look the same.
Exact steps for others to reproduce the error
Use the standard startup file. Turn on cycles and delete the surface shader. Add a "Principled Volume shader" with the diffuse color of your choice that is not pure grey and connect to the volume output.
CPU:
GPU:
volume_cycles_metal_bug.blend
For me it is only a minor issue and a rare use case.
Thank you.
Added subscriber: @Staars
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @mano-wii
Added subscriber: @Raimund58
After updating to MacOS 12.2 the problem disappeared (using the old binary). So I assume it was a driver issue.
Added subscriber: @brecht
Changed status from 'Confirmed' to: 'Resolved'
That's correct, there was a driver bugfix in 12.2.