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Eevee is blending planar reflections and reflections cubemap
Closed, ArchivedPublicBUG

Description

Operating system: Windows 10
Graphics card: GTX 1070
Broken: blender 2.81

The planar reflections work properly when I dont use roughness, if I increase the roughness it start blending with the reflection cubemap resulting in a bad reflection:

Exact steps for others to reproduce the error
I used the startup project and worked on the scene, at the end I wanted to bake the irradiance volume and I used one reflection cubemap, it worked as it should, after that I added a planar reflections cause the reflections on the cubemap for the floor where not good enough, then I decided to tweek the roughness of the floor and the two maps started to blend.
I think that only the planar reflection should be used and the cubemap ignored for such purposes.

Event Timeline

Jacques Lucke (JacquesLucke) changed the task status from Needs Triage to Needs Information from User.Dec 29 2019, 1:38 PM

I'm not sure if this is a limitation or not. In any case, you should provide an as-simple-as-possible example file that shows the issue.

Dalai Felinto (dfelinto) closed this task as Archived.Jan 13 2020, 6:16 PM
Dalai Felinto (dfelinto) claimed this task.

No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed.

Thanks again for the report. If the problem persists please open a new report with the required information

This is the smalles I can get with the file, I deleted most picteres but the floor that is where I have the problem, see that the reflection is not using the information of the reflection plane exclusivelly, it's using a blend of the cubemap and the reflection plane, this is causing this weird blend, try to hide the reflection plane and see what happens, then try to turn the Screen space reflection and then try to play with the roughness to see how it blends the maps, I think the reflection plane should be the only reflection information used on these to not have these weird reflection.
Here is the file, I tried to decrease it's size but the baking also takes space, it's under 50 MB, here is the link: https://1drv.ms/u/s!Ag3eaN7lRSIghosyte6iajTag5CHGg?e=p6Cc6p

Dalai Felinto (dfelinto) reopened this task as Needs Information from User.Jan 27 2020, 1:25 PM

@Leonardo Monteiro Silva (leonnn1) The file is still too big. You can delete geometry, textures, cache, .... the number of materials, the number of probes, ...
But more than that, the issue for me is that it is still not clear to me how to reproduce the problem with your file. What you did different to get the first and the second images?

One thing I see is that the colors are very different when I bake indirect light or not. But I'm not sure if this is what you are reporting (and it seems related to color management). Also please test with a daily developer version (builder.blender.org) to see if the problem is still there.

Clément Foucault (fclem) closed this task as Archived.Jan 27 2020, 2:00 PM

The Planar reflections are blended with probe by roughness if you don't enable SSR. This is by design.

This is the file, with SSR and it's still blending with the probe(check the uper left corner, see that SSR is enabled), I think that this is not working as it should cause clearly you lose quality on the reflection if you mix the two togheter and in one hand you have a perfect reflection plane that I think that the light information should be used, like it will consume the processing anyways, so it would be better to enable it above all the other reflections with SSR or without, otherwhise I have to do "stuff" to achieve realistic results, and that kind of take away the purpose in my oppinion.
I really love Eevee and blender and I think that this should be changed to a more realistic result, I worked in the archiviz industry for the last 10 years and my focus was always fast rendering or real time, and eevee has so much potential, anyways, thank you.
About the file size, It's with cache indeed but I let so you guys didn't had to recalculate it which is totally necessary in order to reproduce the issue as you probably already know.
here it is the version cache free, I left the texture of the floor where the issue is most appearent. https://1drv.ms/u/s!Ag3eaN7lRSIghotN47HBx5ThWUoxww?e=dqYbCE

Clément Foucault (fclem) reopened this task as Confirmed.Jan 27 2020, 4:09 PM
Clément Foucault (fclem) triaged this task as Low priority.
Clément Foucault (fclem) changed the subtype of this task from "Report" to "Known Issue".

You don't see the reflection of planar probes because you don't use the world lighting (option in the shading popover). I agree this is a rather silly limitation that we could get rid of.

I am sorry, I know you guys have more things to do than repply to my doubts but where is this world light? I have this thing on the shading popup, but maybe I am mistaken.

Clément Foucault (fclem) changed the subtype of this task from "Known Issue" to "Bug".

Ok sorry for dismissing your report. There is something really strange going here. The non-SSR reflections are working as expected but SSR are indeed blended with cubemaps. Let me investigate.

BTW this is what we are talking about when we say have a simpler file:

Oh I got it, it's just that I wanted to reproduce what happened to me, and like it would be harder to see without the colors and all, sometimes I just try to be the most direct as possible to comunicate properly, english is not my main language, so I just try to be as clear as I can.
Sorry for the size of the file and thank you for adressing to the issue.
Again congratulations for this software, I love it and it helps me a lot!

Clément Foucault (fclem) closed this task as Archived.Jan 27 2020, 5:02 PM

Ok it is just because you have Edge Fading option of the SSR to 0.5, so the probes are blended towards the center of the screen. So not even a bug.

Thank you, now I understand, I always thought that the fade was outside the boundaries of the camera and not inside like add on the rendering so you would not lose the information, now I understood, thank you