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Volume Shaded object partially cancels out faces of other objects that touch its own faces
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Description

System Information
OS: Ubuntu Linux 16.04, kernel 4.4.0
GPU: EVGA GeForce GTX 950 FTW

Blender Version
Broken: 2.77a abf6f08

Short description of error
Okay, the above description is verbose and confusing. I'll use this render to display the issue:

It looks like it's a depth clipping issue (is that the right term?), in which case I'm not entirely sure it is something that can be resolved.

Exact steps for others to reproduce the error

  1. Add a plane to the scene
  2. Add a cube to the scene. Raise it so that its bottom face is perfectly aligned with the plane
  3. Create a new material for the cube, and make it a Volume Scatter material.
  4. Add a second plane to the scene, placing it below the first one, then texture it. Alternatively, put an environment map onto the world shader.
  5. Render.

Alternatively, just use this .blend file:

Event Timeline

Sergey Sharybin (sergey) changed the task status from Unknown Status to Unknown Status.Aug 29 2016, 9:51 AM
Sergey Sharybin (sergey) claimed this task.

You've got two faces touch one exactly another. This is a straight way to the problems with path tracers caused by precision errors and ways how self-shadowing is handled.

Just move either of objects by a small amount.

Thanks for the report, but it's not a bug.