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Cycles - Volume rendering fails with Principle Volume Shader, when Film Transparent is on
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Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-06-19 18:29, hash: rBd30f72dfd8ac
Worked: (optional)

Short description of error
Cycles - Volume rendering fails with Principle Volume Shader, when Film Transparent is on

Exact steps for others to reproduce the error

Open the attached blend file.


Click render Image (F12). Nothing is rendered.
Switch Transparent off, in the render settings.
Render Image again. The volumes are shown but with grey background.
So no compositing of volumes is possible, because they can´t be rendered without the background.
The problem is only with the Principle Volume Shader, if you use the old Volume Scatter shader rendering with transparent background works!
Viewport rendering works, only when you use Render Image or Render Animation the volume isn´t rendered with the principle volume shader and film transparent on.

Event Timeline

Marcus Papathoma (machieb) changed the task status from Duplicate to Unknown Status.Jun 21 2019, 12:27 PM

Have you opend the blend file I attached in this report. The node setup is ok.

With the principle volume shader you can´see anything in the rendering with color and alpha because the alpha is completely black.


If you switch to color in the renderview, you see that the colors are rendered correct. Only the alpha is wrong!

The volume scatter shader works as expected. You get a proper alpha when you render (F12).

So the principle volume shader can´t be used because when rendering with this shader, its alpha is black and therfore nothing is visible!
So for me this is a bug!
I don´t mind how the alpha is in the viewport.

Brecht Van Lommel (brecht) changed the task status from Unknown Status to Unknown Status.EditedJun 21 2019, 12:31 PM
Brecht Van Lommel (brecht) claimed this task.

For the alpha issue we have T52680: Alpha difference Viewport/F12 , as noted in the other report.

If you have only emission and zero density, as in this node setup, then alpha is supposed to be zero.

Ah ok, thanks, because of the other report T52680: Alpha difference Viewport/F12 the rendering in the viewport locked different, so I had set the density to zero.
Sorry for perturbing you. Thanks for your fast answer!