- User Since
- Nov 28 2009, 10:22 PM (398 w, 5 d)
Quick workaround was committed at rB905366ca7e12.
Wed, Jul 19
Tue, Jul 18
This is likely a result of rB1f0998b. The reasoning behind that commit is:
This is a known behavior/limitation. The idea behind it is that this way you can make "footage" environment to affect on your CG object by giving shadow catcher the same material as the object from your real life footage. Surely, supporting just a shadow reflection might be handy in some cases, but tricky to implement as a single pass in GI rendrer.
The fix will be committed soon. Currently working on some unit tests to help testing shadow catcher in the future.
Mon, Jul 17
Some summary of Blender Institute meeting.
This is same underlying problem.
This is a known limitation, caused by lack of proper ImageUser for materials when in GLSL shading mode. This is listed in our TODO list https://wiki.blender.org/index.php/Dev:Source/Development/Todo/Editors#3D_View:_Other.2FUnsorted
Fri, Jul 14
Yes, let's not delay things for too long. Easier to fix missing bits once the code is in.
Thu, Jul 13
Wed, Jul 12
Tue, Jul 11
This is a known limitation of old dependency graph, which is addressed by the new dependency graph.
There might be lots of issues in Blender, bdevcelopment ut we can not fix them unless we can reproduce them. So please follow bug report guidelines and:
The difference here is caused by different volume samplers used by CPU and GPU. The volume sampler in the file is set to MIS, which is only supported on CPU, GPU is using Distance sampling.
Thanks for the report, but it doesn't sound like a bug at all (this is why it is always important to attach small .blend file which demonstrates the issue).
Mon, Jul 10
This is now properly fixed by rB205d750a634.
Re-opening. The "fix" is totally unrelated and only happened to solve anything because of bug in the implementation. That bug broke something else in fact.