Maniphest T73551

Eevee spotlight clipping through solid objects while using Principled Volume
Closed, Archived

Assigned To
Clément Foucault (fclem)
Authored By
Marcelo P Freitas (MarceloFreitas)
Feb 2 2020, 9:49 PM
Tags
  • BF Blender
  • EEVEE & Viewport
Subscribers
Clément Foucault (fclem)
Giampaolo (joaulo)
Jeroen Bakker (jbakker)
Marcelo P Freitas (MarceloFreitas)
Pratik Borhade (PratikPB2123)

Description

System Information

    • AMD® Ryzen 7 1700x eight-core processor × 16
  • 16 GB

Operating system:

  • Either Windows 10 or Debian 10

Graphics card:

  • GeForce GTX 1060 6GB/PCIe/SSE2

Blender Version
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
Worked: (optional)



Short description of error
If you use a spotlight inside a solid object (Simulating a lamp reflector) and you use principled volume on your scene when you render,
you can see the light in the other side of object. Like as an interference.

Exact steps for others to reproduce the error
You can reproduce in the blender file attached.

Event Timeline

Marcelo P Freitas (MarceloFreitas) created this task.Feb 2 2020, 9:49 PM
Richard Antalik (ISS) changed the task status from Needs Triage to Confirmed.Feb 3 2020, 8:38 AM
Richard Antalik (ISS) added a project: EEVEE & Viewport.
Jeroen Bakker (jbakker) added subscribers: Clément Foucault (fclem), Jeroen Bakker (jbakker).Feb 3 2020, 11:02 AM

This is related to a known limitation of eevee https://docs.blender.org/manual/en/latest/render/eevee/limitations.html

Volume Objects
  Object volume shaders will affect the whole bounding box of the object. The shape of the volume must be adjusted using procedural texturing inside the shader.

As the implementation is working as designed this is not considered a bug. @Clément Foucault (fclem) Do you want this to be marked as a Known Issue or Invalid?

Clément Foucault (fclem) closed this task as Archived.Feb 8 2020, 12:04 AM
Clément Foucault (fclem) claimed this task.

It is a limitation because the step size is way too high (i.e: "Sample" is way too low compared to "Start", "End" and "Distribution" is tuned too far from 1.0) so light from further froxels (frustum aligned voxels) bleeds light onto closer geometry because of linear interpolation.

Pratik Borhade (PratikPB2123) mentioned this in T96257: volumetric light bleed (Eevee).Mar 9 2022, 10:50 AM
Pratik Borhade (PratikPB2123) merged a task: T96257: volumetric light bleed (Eevee).
Pratik Borhade (PratikPB2123) added subscribers: Giampaolo (joaulo), Pratik Borhade (PratikPB2123).