Maniphest T60017

Eevee render display error in orthographic camera mode: Mesh material color changes during scaling
Confirmed, Normal

Assigned To
Clément Foucault (fclem)
Authored By
Dan Rockstreet (DanRockstreet)
Dec 31 2018, 6:04 PM
Tags
  • BF Blender
  • EEVEE & Viewport
Subscribers
Brecht Van Lommel (brecht)
Dan Rockstreet (DanRockstreet)
Sebastian Parborg (zeddb)
Zachary (AFWS)
炎臻 (PrettyFireNOI7)

Description

System Information
Operating system: Win7 Home Premium 64-bit, SP1
Graphics card: Nvidia GeForce GTX 750

Blender Version
Broken: 2.80, c9df453ce70b, blender2.8, 2018-12-21
2.80, d96596de294e blender2.80, 2018-12-31

Short description of error
Workspace: Layout
Object mode
Display rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)
Camera orthographic view (!! in perspective or panoramic view, problem is not there)
Camera type: orthographic
Light: Sun shining perpendicular onto objects

Three cube mesh objects with individual materials

  • Principled BSDF
  • Base Color (either Red, Green or Blue)

The scaling* of one or more objects changes the color appearance in the camera view *and* in rendering.

*scaling can happen either:

  • pressing 's' key and move mouse
  • changing scale values in transform tab

--> I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.

The direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.

Blend file attached.

Exact steps for others to reproduce the error

  1. Select Display render preview
  2. Simply choose one or more cubes
  3. scale these slowly and the color will change from a fade color to a strong color infrequently

It seems the problem is the camera orthographic mode!?


Related Objects

Mentioned Here
rB5be9ef417703: Version bump: Blender v2.91.2-release
rB4dd0a90f4213: GP: Don't use offset for Stroke projection
rBd96596de294e: Fix: Cramped layout in object parent properties

Event Timeline

Dan Rockstreet (DanRockstreet) created this task.Dec 31 2018, 6:04 PM
Sebastian Parborg (zeddb) added a subscriber: Sebastian Parborg (zeddb).Jan 1 2019, 3:45 PM

I can not reproduce this, could you try a build from today? https://builder.blender.org/download/


Sebastian Parborg (zeddb) lowered the priority of this task from 90 to 30.Jan 1 2019, 3:45 PM
Bastien Montagne (mont29) edited projects, added BF Blender; removed BF Blender: 2.8.Jan 1 2019, 3:53 PM
Dan Rockstreet (DanRockstreet) added a comment.EditedJan 2 2019, 10:57 AM

Hey Sebastian

I am using the newest build from today, 5 min ago. 4dd0a90f4213-windows64

I updated my graphics driver from version 399.07 to version 417.35, just to be sure..

Erroneous color change is shown on two monitors via DVI: EIZO and LG.

Updated Blend file with animation of scaling.

Screencast with LookDev (works great)
with Camera set to orthographic


Flash Video format, recorded with OBS

Screencast with Rendered (color "flashing")
with Camera set to orthographic

Screencast with Rendered (no color "flashing")
with Camera set to perspective

Sebastian Parborg (zeddb) assigned this task to Clément Foucault (fclem).Jan 2 2019, 12:27 PM
Sebastian Parborg (zeddb) raised the priority of this task from 30 to Normal.

I'm still not seeing the issue on my end. :c
So I guess this is GPU related.

Can you attach the output (as a file) is you run blender with --debug-gpu ?
You can also try if --debug-gpu-force-workarounds helps.

Dan Rockstreet (DanRockstreet) added a comment.Jan 2 2019, 4:01 PM

Wouldn't this issue also appear if I changed the camera perspective? At the moment, it only appears when camera perspective is orthographic. When changed to perspective, all is fine.

Output of GPU Force Workaround (did not change anything):
GPU: Bypassing workaround detection.
GPU: OpenGL indentification strings
GPU: vendor: NVIDIA Corporation
GPU: renderer: GeForce GTX 750/PCIe/SSE2
GPU: version: 4.5.0 NVIDIA 417.35

Sebastian Parborg (zeddb) added a comment.Jan 2 2019, 4:29 PM

I would think so too. But as I can not reproduce this on my end, this is my best guess.

Dan Rockstreet (DanRockstreet) added a comment.Jan 2 2019, 5:45 PM

I can reproduce the issue on two other computers

1x Win7 64-Bit with GeForce GTS 450
1x Win10 64-Bit with GeForce 910M (laptop)

--> same problem with Eevee in rendered mode and ortographic camera.
--> change to perspective or panoramic camera mode --> the issue is gone.

Brecht Van Lommel (brecht) triaged this task as 50 priority.Jan 2 2019, 8:03 PM
Brecht Van Lommel (brecht) merged a task: T60080: Viewport not always updating material changes.
Brecht Van Lommel (brecht) added a subscriber: Zachary (AFWS).
Brecht Van Lommel (brecht) added a subscriber: Brecht Van Lommel (brecht).

I can confirm the issue, with GTX 1080 on Linux.

I only get the washed out colors once, right after starting up Blender. After that it displays correct, also when reopening the .blend file.

Clément Foucault (fclem) added a comment.Jan 8 2019, 11:35 AM

I cannot reproduce it.

But I can tell this has to do with the specular color and the sun light. So maybe a shadow problem?

Dan Rockstreet (DanRockstreet) added a comment.EditedJan 8 2019, 9:38 PM

@Clément Foucault (fclem)

Did you open the second Blend file? Not the first in this task, since it has no animation.

I tried it again with the newest build, but it did not get better.
I changed the light sources - all show a color "flashing" during animation.

It is strange, that I have this issue on three different computers.. and always when camera is in orthographic mode.

On a 4th PC (laptop), the issue does not appear and animation looks fine.

OS: Windows 10, 64 Bit
Graphics card: Intel HD Graphics 5500
Blender 2.8, 91a155833e59 2019-01-07

Clément Foucault (fclem) added a comment.Mar 12 2019, 11:32 PM

So I took a second look at this but I still cannot reproduce.

My best bet would be that the Cascaded shadow maps are being funky on your setup.

@Dan Rockstreet (DanRockstreet) you can try the following:

  • Disabling shadows.
  • Change light type (sun to spot or area).
  • Change the light orientation slightly.

It might be a small precision error that is messing with how the shadow map is rendered.

Clément Foucault (fclem) changed the task status from Unknown Status to Unknown Status.Mar 28 2019, 10:57 PM

Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.

Dan Rockstreet (DanRockstreet) added a comment.Feb 24 2021, 12:07 AM

Hi Clément,
coming back to this issue - it still persists on Blender 2.91.2 Hash 5be9ef417703 from 2021-01-19

Yes, I disabled also the shadows
Effect happens with any light type (Point, Sun, Spot or Area)
The effect is reduced when I lower the light power considerably (does not make sense, because I want strong colors or even white)

As soon as I change from orthographic to perspective camera, the problem is gone.

Dan Rockstreet (DanRockstreet) added a comment.Feb 24 2021, 12:12 AM

Oh, darn - I jsut found out how to avoid this issue.

Within the Principled BSDF, set either specular or roughness to 0.0.
That was the problem with the orthographic camera.

炎臻 (PrettyFireNOI7) added a subscriber: 炎臻 (PrettyFireNOI7).EditedMay 10 2021, 1:50 PM
In T60017#650617, @Clément Foucault (fclem) wrote:

Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.

This flickering in orthographic is still exsiting now:

And as mentioned above I have changed the lights' type to Spot (aslo Area light is tested) with shadow disabled.
I agree that the flickering might be correlated to glossy shader (using diffuse shader flickering will be gone).


In T60017#1117926, @Dan Rockstreet (DanRockstreet) wrote:

Oh, darn - I jsut found out how to avoid this issue.

Within the Principled BSDF, set either specular or roughness to 0.0.
That was the problem with the orthographic camera.

Sorry for the quoting and I'm not being criticizing.Setting the Specular to 0 makes Glossy disappear(with Metallic 0) (so like in my case I need Glossy effect it wouldn't work,Specular and Metallic both trigger Glossy) and setting roughness to 0 still causes the flickering (maybe this works back then).
Currently my walk around is turning on "Screen Space Reflection" and there will be no flickering:

And this is the file of the two videos above:


,in which I'm using geometry nodes to distribute and animate the planes.
And when scaling property is animated with Glossy shading related,flickering appears.

Clément Foucault (fclem) reopened this task as Confirmed.May 11 2021, 2:18 AM
Pratik Borhade (PratikPB2123) added a project: EEVEE & Viewport.Jun 10 2021, 12:53 PM