Blender rendering pipeline.
Thanks for the report, I can confirm the problem.
git bisect pointed rB5baa3ecda663: Color Management: various improvements and fixes for image saving as the first bad commit
Reading the commit description, it doesn't look like this change was actually predicted.
So I'm confirming as bug and regression.
Fri, Sep 23
okay. the other user found a cheaty lighting solution to fix this setup.
Reminds me of T71208: Volumetric lighting leaking in eevee
Sat, Sep 17
Mon, Sep 12
Thu, Sep 8
Wed, Sep 7
This is logic has existed forever, but was lost in the new depsgraph and then restored again in D4109. The idea is that if you instance an object on vertices/faces, you automatically hide the original object. We don't want to hide the instances, only the original.
It turns out the instances are being created properly, but the dependency graph iterator skips them because of deg_object_hide_original.
I don't really understand that function. I guess it's hiding instances when the instance of type OB_DUPLIVERTS | OB_DUPLIFACES but the parent object did have one of those types turned on?
Tue, Sep 6
I'll try to look into this one tomorrow. Can't say for sure how fixable it is yet though.
Mon, Sep 5
Tue, Aug 30
related: T93159: Particle don't emit curves/text in 3.0 beta
The same thing for curves is broken since rBb9febb54a492: Geometry Nodes: Support modifier on curve objects btw.
Aug 26 2022
For real lol, if you find a fix don't just post "fixed it" give the solution!
Aug 23 2022
Thanks for the report. Enabling shadow caustics from object data properties panel of Light objects might work for you. Can you check?
Also make sure object you're using to cast shadows is expected as smooth shaded. refer: https://docs.blender.org/manual/en/latest/render/cycles/object_settings/object_data.html#caustics
Aug 15 2022
Aug 12 2022
I tested it again and now I can repro the problem. (Slot 1 cannot be removed)
I don't know how it worked before.
Aug 11 2022
Can confirm and repro reliably.
Aug 10 2022
I was able to replicate once.
But I can't replicate it again.
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Aug 3 2022
Aug 2 2022
Seems a regression so raising the priority.
Aug 1 2022
This sounds like the same problem as in T100061
Tried to bisect between 52a5f6856268 - e5a738af6d51 and pointed me to rB8399375098fa: Cleanup: Reword comment, rename variables (I don't think this commit is responsible)
Jul 30 2022
Naa, that's because it's a transmissive surface so is getting less diffuse samples. Check the black pip on the lemon, and also the black parts of the wood texture. Not even the slightest introduction of texture colour/value or noise on the light passes.
You can see the same effect in Redshift (but more subtle), the darker areas of the texture have more noisy lighting. That's the result of importance sampling and Russian roulette allocating fewer samples to such dark areas.
even when the darkest brick texture component is set to a dark gray, it's still introducing the contamination:
just checked and non blacks are also causing contamination:
Oh, are you saying that only completely black pixels in the colour pass lead to contamination of the direct and indirect lighting passes?
Ok, maybe the example from that documentation was not ideal since it seemingly has no black pixels in the diffuse filter AOV (besides the background), only near black. Or perhaps the hack is to add a tiny bit off diffuse to everything even when the texture is black.
Jul 29 2022
The image shows that the black areas of the textures aren't affecting the diffuse lighting passes. I have verified it's true, I wrote a multipass denoiser for redshift in houdini a few years ago.
Either way, this behavior is very unlikely to change in Cycles, so not really worth discussing.
That sentence doesn't say anything about black elements in the texture, I guess you are assuming they can be replaced in other renderers without having actually verified if that's true.
Thanks. This image explains better (pay attention to how the diffuse raw pass is purely lighting , the textures data is limited only to the diffuse filter pass): https://docs.redshift3d.com/display/RSDOCS/Integrated+AOVs#IntegratedAOVs-DiffuseLighting:~:text=set%20to%200-,Raw,-Shading%20Elements