Sat, Apr 22
Tue, Apr 18
Fri, Apr 14
Thu, Apr 13
Wed, Apr 12
I found a weird shading bug for wide surfaces. The black reflections come back in this file: http://pasteall.org/blend/index.php?id=46239
Wed, Apr 5
Mon, Apr 3
This issue was actually fixed in rBf89fbf5 and it is part of 2.78b/2.78c releases (and surely the latest builds from builder.blender.org).
Tue, Mar 28
it must be as option! please)))
Sun, Mar 26
behavior is identical on 2.78c
I apologize if this is posted in the wrong place. This *seems* like a bug. Using Blender 2.78.4 which I used instead of 2.78a/b because prior to 2.78c IK was broken and causing crashes. i will test on 2.78c asap.
Mar 22 2017
The issue is coming from hardcoded MAX_SOCKET set to 64. I've tried to remove such a static limit, but it's not so trivial within the current nodes design, especially for the texture nodes. I think it is safe to bump this constant to 512. This will only be ~16K extra stack memory usage per thread during evaluation which is really small for the modern systems.
I can reproduce the issue with 2.78b, but not with 2.78c and master.
Please try updating to 2.78c and checking if it also fixes the issue for you.
I also have struggled with this kind of artifacts and found a simple trick how to avoid them. Basically you can calculate a dot product between normal and incoming vector and attenuate the normal map where it could cause problems viz https://blenderartists.org/forum/showthread.php?382497-Black-material-artifacts-on-flat-angle-surface-areas
This is the same problem as in T49921 - the normal mapping changes the surface normal, so the reflected ray would go inside the actual geometry, which isn't really possible.
The problem here is that you have Clamp enabled, which means that the Node is actually doing something (or rather, would do something if your textures were HDR).
However, there's no real reason to keep the full MixRGB node in the SVM code if only a clamp is needed, so I'll add a separate clamp-only SVM code.
Mar 21 2017
Mar 20 2017
Mar 15 2017
intern/cycles/app/cycles_xml.cpp /* Generic */ xml_read_float(&light->size, node, "size"); + xml_read_float(&light->sun_angle, node, "sun_angle"); xml_read_float3(&light->dir, node, "dir"); xml_read_float3(&light->co, node, "P"); light->co = transform_point(&state.tfm, light->co);
I cannot find any of that block in :
blender-build/blender/intern/cycles/app/cycles_xml.cpp Did it move or get re-done?
- I will work from Samarth Mediratta's diff , and modify as needed.
- I will create a demo video when it is ready for review.
- I will hand this back if I cannot complete 1. or 2. by April.
Mar 14 2017
Mar 3 2017
Feb 24 2017
Thanks for the report, but the issue was already solved in latest Git version, which you can get from builder.blender.org.
Feb 23 2017
Feb 14 2017
I remember looking into this, the problem was audaspace is being shutdown on the mainthread, but then the render thread does a audaspace call anyhow, null-refs and takes down the process.
Feb 11 2017
@Bastien Montagne (mont29), good point. Done.
I believe these settings are now in Render buttons, Geometry panel. @Sergey Sharybin (sergey) maybe would be worth noting that kind of UI change in release notes?
Feb 10 2017
Feb 9 2017
Sorry, I've been away and haven't had time to update this. I'm attaching a file demonstrating the problem.
Report has not been reacted on for 7 days, closing due to bug tracker policy.