From 7f65080ab4cf37b725a719e5b8a789e63fa4878a Mon Sep 17 00:00:00 2001 From: Alaska Date: Mon, 21 Aug 2023 15:22:03 +0200 Subject: [PATCH] Fix #111277: NaN in Vector Displacement leading to render errors Fixes NaN in Vector Displacement node caused by the normalization of 0, 0, 0 vectors. This fixes both visual rendering issues and an "illegal address" error on the GPU. The "illegal address" error came from the Light Tree Sampling code not handling the NaN normals well, leading to weird code paths being taken, eventually leading to a kernel_assert and a user facing illegal address error. Pull Request: https://projects.blender.org/blender/blender/pulls/111294 --- intern/cycles/kernel/svm/displace.h | 2 +- .../material/gpu_shader_material_vector_displacement.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/intern/cycles/kernel/svm/displace.h b/intern/cycles/kernel/svm/displace.h index cca9dc7a238..ba4aface005 100644 --- a/intern/cycles/kernel/svm/displace.h +++ b/intern/cycles/kernel/svm/displace.h @@ -165,7 +165,7 @@ ccl_device_noinline int svm_node_vector_displacement( tangent = normalize(sd->dPdu); } - float3 bitangent = normalize(cross(normal, tangent)); + float3 bitangent = safe_normalize(cross(normal, tangent)); const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w); if (attr_sign.offset != ATTR_STD_NOT_FOUND) { float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl index 0ff074bc04f..a382887d979 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl @@ -3,7 +3,7 @@ void node_vector_displacement_tangent( { vec3 oN = normalize(normal_world_to_object(g_data.N)); vec3 oT = normalize(normal_world_to_object(T.xyz)); - vec3 oB = T.w * normalize(cross(oN, oT)); + vec3 oB = T.w * safe_normalize(cross(oN, oT)); result = (vector.xyz - midlevel) * scale; result = result.x * oT + result.y * oN + result.z * oB;