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EEVEE Volume draw distance broken with emission shader
Confirmed, NormalPublic

Description

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00

Blender Version
Broken: version: 2.83.4, branch: master, commit date: 2020-08-05 06:00, hash: rBc113af82881a
Worked: none

Short description of error
When using an Emission shader as Volume shader in EEVEE, draw distances smaller than 100 produce unecpected behaviour.
Using Principled Volume works fine as long as Density is not 0, if it is 0 the behavior breaks in the same way.

Exact steps for others to reproduce the error

  • Open attached blend (Cube with emission shader as Volume)
  • Change Volumetrics End distance to 70m
  • Zoom in and out in EEVEE viewport, the cube does disappear at a distance range inbetween the set clipping range


Event Timeline

Philipp Oeser (lichtwerk) changed the task status from Needs Triage to Confirmed.Aug 19 2020, 3:48 PM

Can confirm this.

Not too familiar with Eevee Volumetrics, but this seems wrong @Clément Foucault (fclem)?
Note: you can get around it lowering the Distribution (so less samples are taken closer to the camera)
Note2: upping the samples will also make the volume disappear / behave strangely.

Note3: In current master, using Volumetrics will completely assert:

BLI_assert failed: /blender/source/blender/draw/intern/draw_manager_exec.c:693, draw_update_uniforms(), at 'ubo_bindings_validate(shgroup)'

but reported that separately in T79920: Eevee Volumetrics assert