Textures mapped on UVs with very high location values appear emissive when rendering on CPU #99795

Open
opened 2022-07-17 16:20:51 +02:00 by Karl · 5 comments

Textures mapped on UVs that have vertices with very high location values appear emissive or black with CPU rendering. The UV vertex location values are around the range -3960966.

Original Report

System Information
Operating system: macOS Monterey 12.4
Graphics card: Apple M1 Max

Blender Version
Broken: In every version I can find but for example in 3.2.1 2022-07-06 and 2.80 2019-07-29 as well as the nightly alpha 3.3.0 2022-07-17
Worked: Cannot find a version in which it works.
system-info.txt

Background

I'm generating images in python using a script and I load objects from a dataset called SceneNet. Some of these objects have poor UV mapping, which is not a big deal, but it's causing rendering artifacts which are a problem.

The Bug

When a surface has incorrect UV mapping and has a stretched out texture, it leads to the surface becoming extremely bright. It does not emit light, the issue only occurs when there is a light source, emissive surface, or world background in the scene. The surfaces with stretched textures seem to multiply the reflected light by a high factor.

In the viewport the issue only occurs when rendering on CPU. When rendering on GPU, the texture looks stretched out but with the correct color and not bright.
Example 1:
GPU ONLY ex1-gpu.png CPU ex1-cpu.png
Example 2:
GPU ONLY ex2-gpu.png CPU ex2-cpu.png
Example 3, the same scene but with UV mapping fixed for part of the wall:
CPU ex3-fixed-partially.png
Example 4, blender 3.3.0 2022-07-17:
GPU original-gpu.png CPU original.png Replaced problem faces with 100% white diffuse material white.png

When rendering to file, I have seen two cases:

  • The image looks like in the viewport while rendering, but when finishing the render the image becomes black.
  • When rendering with mixed CPU+GPU in Blender 3.1.0, the upper part of the image has the lighting issue from the CPU, and the rest of the image looks fine. ex4.jpg

Desired behavior:
The result from pure GPU rendering is the desired behavior.

Exact steps for others to reproduce the error
Open attached .blend file, change viewport to render, switch between GPU and CPU rendering to see the difference. Try render to file using CPU/GPU/Mixed.
bug-textures.blend

Textures mapped on UVs that have vertices with very high location values appear emissive or black with CPU rendering. The UV vertex location values are around the range -3960966. ### Original Report **System Information** Operating system: macOS Monterey 12.4 Graphics card: Apple M1 Max **Blender Version** Broken: In every version I can find but for example in 3.2.1 2022-07-06 and 2.80 2019-07-29 as well as the nightly alpha 3.3.0 2022-07-17 Worked: Cannot find a version in which it works. [system-info.txt](https://archive.blender.org/developer/F13297201/system-info.txt) **Background** I'm generating images in python using a script and I load objects from a dataset called SceneNet. Some of these objects have poor UV mapping, which is not a big deal, but it's causing rendering artifacts which are a problem. **The Bug** When a surface has incorrect UV mapping and has a stretched out texture, it leads to the surface becoming extremely bright. It does not *emit* light, the issue only occurs when there is a light source, emissive surface, or world background in the scene. The surfaces with stretched textures seem to multiply the reflected light by a high factor. **In the viewport** the issue only occurs when rendering on CPU. When rendering on GPU, the texture looks stretched out but with the correct color and not bright. Example 1: GPU ONLY ![ex1-gpu.png](https://archive.blender.org/developer/F13297203/ex1-gpu.png) CPU ![ex1-cpu.png](https://archive.blender.org/developer/F13297202/ex1-cpu.png) Example 2: GPU ONLY ![ex2-gpu.png](https://archive.blender.org/developer/F13297206/ex2-gpu.png) CPU ![ex2-cpu.png](https://archive.blender.org/developer/F13297205/ex2-cpu.png) Example 3, the same scene but with UV mapping fixed for part of the wall: CPU ![ex3-fixed-partially.png](https://archive.blender.org/developer/F13297204/ex3-fixed-partially.png) Example 4, blender 3.3.0 2022-07-17: GPU ![original-gpu.png](https://archive.blender.org/developer/F13297289/original-gpu.png) CPU ![original.png](https://archive.blender.org/developer/F13297287/original.png) Replaced problem faces with 100% white diffuse material ![white.png](https://archive.blender.org/developer/F13297291/white.png) **When rendering to file**, I have seen two cases: - The image looks like in the viewport while rendering, but when finishing the render the image becomes black. - When rendering with mixed CPU+GPU in Blender 3.1.0, the upper part of the image has the lighting issue from the CPU, and the rest of the image looks fine. ![ex4.jpg](https://archive.blender.org/developer/F13297218/ex4.jpg) **Desired behavior:** The result from pure GPU rendering is the desired behavior. **Exact steps for others to reproduce the error** Open attached .blend file, change viewport to render, switch between GPU and CPU rendering to see the difference. Try render to file using CPU/GPU/Mixed. [bug-textures.blend](https://archive.blender.org/developer/F13297275/bug-textures.blend)
Author

Added subscriber: @karl_12345

Added subscriber: @karl_12345
Author

Additionally, in the Blender render window the problematic faces look darker than in the renders interface.png

Additionally, in the Blender render window the problematic faces look darker than in the renders ![interface.png](https://archive.blender.org/developer/F13297305/interface.png)
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

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

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

I can confirm that, but this could be a known limitation, because UVs have very high values, in the range around -3960966, so they could be prone to limited precision computations. So tagging the module for more information.

I can confirm that, but this could be a known limitation, because UVs have very high values, in the range around -3960966, so they could be prone to limited precision computations. So tagging the module for more information.
Omar Emara changed title from Incorrectly mapped textures reflects light incorrectly only when rendering on CPU to Textures mapped on UVs with very high location values appear emissive when rendering on CPU 2022-07-17 19:41:57 +02:00
Philipp Oeser removed the
Interest
Render & Cycles
label 2023-02-09 14:04:13 +01:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#99795
No description provided.