I can't reproduce the issue in the latest builds. Closing due to lack of information to reproduce the issue, we can reopen the report if more information is provided.
This is also demonstrating a 'light leaking' behavior (the specular shine on that edge that shouldnt be there either) that has been reported as: https://developer.blender.org/T64787
Maybe its related?
Sun, May 19
The latest blender beta 06c4139a6833 has an api change and the script from https://docs.blender.org/api/blender2.8/gpu.html#rendering-the-3d-view-into-a-texture throws now an error: Line 19 context.depsgraph : 'Context' object has no attribute:'depsgraph'.
Update: Changed the default Filter Quality to 3.0.
Sat, May 18
@Steve (Xraller) can you attach the output of launching blender with the --debug option?
This seems to be an issue again with the latest build. Having to use an older build now. Also where did User Preferences go?
Thu, May 16
More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
please always attach files here:
Wed, May 15
Tue, May 14
You are using a 2.8 build from March, we are in May and a loot of things have changed since. Please try with the latest 2.8 build from here https://builder.blender.org/download/
I am also able to get the same result when using viewport rendering.
I can't reproduce in Ubuntu 18.04.2 using the 2019-05-13 2.8 build
Sun, May 12
Alpha maps in general stopped casting shadows for me in the recent 427c75e4c20b build although it did work in previous versions
Sat, May 11
Seems like eevee issue. That's outside of my powers.
Wed, May 8
We need a simple .blend and exact steps to reproduce the problem. The instructions here are not clear enough to understand what you are doing.
Tue, May 7
You need to adjust the clip start of the shadow on the lamp.
Closing since we only officially support macOS 10.12 and higher for Blender 2.80 now.
As far as I know, issues with HDRIs on older NVIDIA GPUs were fixed at some point. If not, please tell us and we can reopen the report.
i sure will do , thank you , i love you guys
For future reports, please use the bug reporting form and leave triaging to developers.
Mon, May 6
It's like you are using a custom shader to manage transparency, please can you provide the blend file here?
Fri, May 3
Thu, May 2
No official roadmap for this at the moment.
I was talking about rendering groups of bsdfs, have them write to (an) intermediate buffer(s) then combining them later
on with a final pass. But you're right, it'd take too much time to just develop let alone maintaining.
For higher texture count we aim at using bindless textures extension on newer hardware. This should fix your second use case.
Wed, May 1
Was implemented by rBb581f1929287
My issue seems to have been resolved in the lasted build bot rB480a09a92f7f
Following up, maybe we can branch off and have EEVEE render such materials by doing multiple passes? I may be able to work on this but I'm a rusty in OpenGL and I don't have much knowledge of the Blender's code base.