Fri, May 26
I think it's related:
Luxrender currently has option for custom ground color, really nice feature for larger scenes where there is need to model plane to hide sky leaking from ground. It works independently to albedo.
Mon, May 22
Thanks @Dalai Felinto (dfelinto). I posted that as a proposal, because I wasn't sure whether someone else noticed that behavior - realized later that something like this is bad practice. I'm sorry.
Note that this only happens with Cycles render engine (i.e. new shading system), not with BI.
Design tasks are reserved for developers willing to implement a feature. This is not the case. It's a feature request in fact, which we don't accept in the bug tracker even though that is a nice feature request (along side with "multi-border" render). That said, Blender read those values at render init to prevent crashes coming from users change the data (e.g., render border) while rendering is happening.
OK, these are some blend-files to the report:
Sun, May 21
I don't have knowledge to give you proper answer. All I know is that when this options is active render time is much longer, but result is exectly the same.
In my opinion it would be good practice to switch this option off during rendering process.
Is this a bug or simply the fact that "Display image in Stereo 3d" is computationally expensive?
Sat, May 20
This is still a To Do item regardless of the amount of user interest. The render API was never designed for this purpose, and the network render addon is currently unmaintained.ware
Fri, May 19
@Jeducious (jameshcrowther) Thank you for your response, and test invite. Yes please! I would be happy to test.
Since this was previously closed because no updates/activity, opening it again since now there are some activity/interest.
@Brian Cary (brinux) We're working on an addon to fix this, anticipate that the fix will be integrated into our addon end of June this year. Feel free to contact us if you'd like to test. We got snagged on this problem too but found there is a way round it, but it involves programming, so we're building this into our addon which does network rendering.
Using 2.78c and just bought four new computers to use as my "render farm" and then found out from personal experience that network rendering ignores the compositor (tears) - and this has been broken for at least SEVEN YEARS?!?j
Thu, May 18
@Bastien Montagne Thanks for the response, I had installed my blender from snapd packages, I removed it and downloaded same version from the Blender website, recreated the whole file and the background image renders properly.
@Thomas Nzioki (code4eva) please open a new bug report, resurrecting a 3 years old one is not really a good idea, especially since you are not under the same OS etc. Also please fill all required data in report (we need hardware specs among other things…).
I am using Blender version 2.78 on Ubuntu 16.04, just started using it. I am experiencing the same exact problem. Any pointers is highly appreciated.
Tue, May 16
Might be nice to record more info into system-info output, but not sure theres anything else useful in this patch.
Hi, this bug seems to have a long history....
You seem to have figured out the underlaying problem down to the last detail. Good work!
Mon, May 15
So it is now confirmed the issue was a threading conflict. This situation will be handled totally different in 2.8 branch, so no real point trying to address this in master at this point.
Fri, May 12
Yep, after moving from World to Lamp, keeps World preview until you make a minor change in settings.
Suspect refresh upon focus is not the same as refresh upon setting change.
Wed, May 10
Sun, May 7
Fri, May 5
I have observed the same bug. I guess it sill hasn't been addressed?
Apr 22 2017
Apr 18 2017
Apr 14 2017
Apr 13 2017
Apr 12 2017
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
Apr 5 2017
Apr 3 2017
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).
Mar 28 2017
it must be as option! please)))
Mar 26 2017
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.