- User Since
- Aug 7 2018, 6:03 PM (49 w, 4 d)
Jun 17 2019
I thought the issues was fixed because the lighting seemed to be working at least in the some versions last week, but somehow the issue returned again in the version yesterday and in the one today. Attaching a screen cap. Not sure what made the fix on the versions last week.
Jun 6 2019
I can verify this with the screen cap below. It is as if the hair settings (at least the size) seems to be ignored. It does not show up in the viewport render, only in the final (F12) render:
I'm attaching a test file here too just in case.
May 27 2019
Testing the same file today and noticed a new light behavior on top of the light leaking. The light strength is 20 in this screen cap, but the effect is still visible even if I reduce the light to 1. Attaching the screen cap and comparisons here:
May 23 2019
Apr 18 2019
It is a big file. Hope I"m allowed to attach it here...
Apr 17 2019
Yeah it is sort of an attempt to "tame" the specularity. It's a little bit different from turning spec off completely. I had it set to zero to just show the effect, but it does need to be set close to it. Anyway this is not really a "fix", just me trying to cheat and attempt some workarounds until the issue really gets addressed. I did find in the end that this cheat only works for certain lighting situations....oh well.
Apr 9 2019
Oh this is just a temporary workaround (at least for me in some situations) to address the bleeding back light. Right now some lighting scenarios in Eevee with backlight and SSS shader will leak in backlight and fail to cast shadows. It seems to be a complicated kind of bug and may take a bit longer to fix.
Mar 27 2019
I tried a few things as a makeshift workaround and found that plugging the layerweight node in the specular of the principled shader provides a bit of a "relief" even if not too perfect. It sort of temporarily "covers" up the blown out bleed through, at least until the bug gets sorted out eventually. Have not tried this on more complex geometry / scenes and I don't know if this will drastically affect specular highlights in general,, but I suppose Eevee is not really for super-realistic renders so may be able to get away with this for now.
Jan 25 2019
Won't flipping normals lead to complications down the pipeline? (Particle emission hair, textures, etc....)
Jan 19 2019
Yes hopefully this issue can be solved before the actual release.
Dec 7 2018
I think it is more than the specular behaving oddly, when I disable the the specular for the light we still see a bit of the bleeding, although not as obvious (and of course without specular enabled it won't look as nice). I wonder if there is a temporary workaround, since this bug (?) may take a bit of time to address.
Nov 28 2018
Update on some more tests made for today (Nov 28) with a new blender test file with one light (only the backlight this time) just to isolate the effect.
So far the same problem. Somehow since Oct, backlighting in eevee seems to behave differently.
Nov 16 2018
Also a follow up. The version today gives another variant result. I know that the energy for the lights is very high (i.e. 30) but it should not explain the variance). The energy of the light in this new version creates a blown out image compared to the same setting in yesterday's version. Again in both versions...compared to the October 26 version...the backlighting does not cast shadows (or is it a light setting that I did not know about).
Just want to follow up if there is any progress on this. Whether this is indeed a bug or if it's a setting that I was not aware of.
Nov 12 2018
This is the test file I used: