Maniphest T101280

eevee lit volumetrics visible thru opaque surfaces
Closed, Duplicate

Assigned To
None
Authored By
mario (dlight)
Sep 23 2022, 12:09 AM
Tags
  • EEVEE & Viewport
  • Render Pipeline
  • BF Blender
Subscribers
Clément Foucault (fclem)
Germano Cavalcante (mano-wii)
mario (dlight)

Description

System Information
Operating system: Windows 10 Build 19044.2006
Graphics card: Geforce 3060m

Blender Version
Broken: 3.3.0 release version
Worked: unknown if it ever worked. issue was randomly discovered by some other user.

Short description of error
title

Exact steps for others to reproduce the error
file attached. it's a general shading error. an work around attempt was made to block the light thru volume absorption. does not fix the issue exactly. noticable artefacts are still present.

Event Timeline

mario (dlight) created this task.Sep 23 2022, 12:09 AM
mario (dlight) edited projects, added EEVEE & Viewport, Render Pipeline; removed BF Blender.Sep 23 2022, 12:59 AM
Pratik Borhade (PratikPB2123) added a project: BF Blender.Sep 23 2022, 5:51 AM
Germano Cavalcante (mano-wii) added subscribers: Clément Foucault (fclem), Germano Cavalcante (mano-wii).Sep 23 2022, 7:19 PM

Reminds me of T71208: Volumetric lighting leaking in eevee

In T71208#804929, @Clément Foucault (fclem) wrote:

I think this was a side effect of a previous bug (in 2.80). basically, the volumes were all shifted 1 voxel further from the camera. This was fixed but now this light leaking is just a side effect of the volume texture being low res.

There is little we can do to fix it. The workaround is to give more precision to the volume (increase samples in volumetric settings) and the shadow maps.

I noticed that if we decrease the interval between the Start and End values of Volumetrics and increase the Samples, the result is workarounded.

So it's a limitation and not really a bug.

Germano Cavalcante (mano-wii) closed this task as a duplicate of T71208: Volumetric lighting leaking in eevee.Sep 23 2022, 7:20 PM
mario (dlight) added a comment.EditedSep 23 2022, 9:35 PM

okay. the other user found a cheaty lighting solution to fix this setup.

tbf... the issue is not solved. even at maxed out settings, just rendering a focused slice of lit volume...

https://i.imgur.com/RhH6yU7.jpg

...it renders banding and garbage. at this sample count and render time the user might aswell give in and get a good gpu. yes
this sorta volume gotta be rendered in cycles. i do. and it does pretty damn good. yo.

case closed. have a nice day. :)