Page MenuHome

Adding any shader to world other than "Background" causes HOM (hall of mirrors) effect/depth buffer to not be cleared
Closed, ArchivedPublic

Description

System Information
Operating system: Ubuntu Bionic
Graphics card: Intel

Blender Version
2.80
Hash: 8fa65ed31b7f
Date: 2019-06-05 (currently 4 days old)

Short description of error
If any non-Background BSDF shader is added to the world, it will cause the depth buffer to not be cleared. If rendered it makes the background appear as transparent pixels.

Exact steps for others to reproduce the error

  1. Set the world shader to anything other than "Background" such as Toon BSDF or Glossy BSDF.
  2. In Eevee rendered view, move the camera around and witness madness.

SIDE-NOTE: Could we get this to be official and work in animations because it looks pretty cool to have all these glitchy artifacts all over the place. Currently rendering the animation just sets all background elements to transparent even with film settings set to "Sky."

Event Timeline

Hi @Caden Mitchell (CadenMitchell)

I am currently not able to reproduce it (Xubuntu/AMD) can you provide a file + detailed system info (Help->Save System Info)

Philipp Oeser (lichtwerk) lowered the priority of this task from 90 to 30.Jun 11 2019, 9:49 AM
Demeter Dzadik (Mets) changed the task status from Unknown Status to Unknown Status.Jul 17 2019, 10:40 PM
Demeter Dzadik (Mets) claimed this task.

I'm sorry but are you even supposed to be able to add non-background BSDFs to the world nodes? I managed to do it via copy paste, but I mean, those nodes make no sense in a world context, do they?

Either way, I did not get the windows XP error effect happening like on the video, and there was no response in a long time, so I'm closing this. Feel free to re-open if this is still an issue.