Blender 4.2 Cycles, Global volumetric scattering is broken

bummer, I use volumetric scatter shader in global world settings to have fog and sunrays, but it seem to be broken now in blender 4.2 Alpha anyway.

normally adding a volume scatter to the global world, isn´t working out of the bat, you have to add the lightpath node and adjust the camera ray to the golor input slot …but that worked in many older versions up to blender 4.1.

But seems broken now, it just give bad artifacts all over.

Don’t know if it is broken or not, but,
Check Mist in your Render Layers then…

You can set your viewport render to Mist pass and work on it that way to get your settings right…then use the compositor to add your mist over the rendered view.

Thanks, but that´s not it and it´s not gonna work.
that is not the volumetric scatter function, that is just zdepth mist composition layers.

I need true volumetric scattering for lightrays Directly tweakable in the interactive viewport render, as I can do in blender 4.1.
Nishita sky model, and the world output also have the volume scatter fed in to it.
Never mind the uggly root base for the tree, messed up a test in plant factory :slight_smile:

As mentioned before, yes…we can use vdb´s, or a volume cube, but that is irrelevant, the global world scattering worked before, and should work now as well…but it´s broken.

It should look like this, can´t show how it looks like right now for blender 4.2 but it´s just full of jagged artifacts, can´t even see the effect happening either.


I have the same issue. I confirm that the volume scattering is broken in 4.2.1.
Here is what I get now with the same blender file:

It seems to be confirmed this is a bug.
Please put in the bug reports, preferably with a demo scene for the devs to look at.
So 4.2.2 can have it fixed. :wink:

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Good point!
Here is the issue I created: https://projects.blender.org/blender/blender/issues/127857

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This is not equivalent to the issues I had, which is jagged artifacts, all over.

And Whaaat?
This is scary, the link about suggest it will no longer be possible to use the world shader, that is a huge mistake…if that is the case.

Then again, maybe I was to fast on this, it says Eevee, which I wasn´t refering to and this whole thread was about cycles, not eevee.

Why is this conclusion in the end there with Eevee reference?
Not sure if you reacted on that,the thread is closed there so I can´t answer anyone there.

The whole issue was foremost about cycles not rendering the global scattering right.

I’m having the same issue, when I put a VDB Cloud asset inside my volumetric cube, it becomes way much darker and loses its detail than I opened the file in 4.0 lol

that is not the same issue, that is not global scattering, that´s something else than what this thread is about.

Volumetric in 4.2 is a piece of s…t

And why is that?
Your message suggest a feeling, not something we can use to refer to as to what is needed to be fixed.

Simple example
This is viewport when I scale shadow mask (don’t release mouse)

And this is what I get after I release button (render)

And I spent (wasted) hours to try to get what I need (no success)

What the heck is going on?

Again…
File a bug report.

We can complain all we want, but the devs aren’t really visiting this forum often.
And even if so, you have to report it with proper repo steps and files. :wink:

Second example

Whats going on? Its blowing my mind. WHY i can not do the same image even if I got it in viewport I don’t get it in render.

It looks like viewport is set to very few samples, and the render is higher + denoising that could wipe out the effect - I could be wrong.

If you set both viewport and render to the same sample count and denoise options are they more similar?

What render engine, cycles or eevee?
4.2 it seem to be since you mentioned it.

the viewport is set to what? camera or viewport perspective, they have to be the same, the clip distance in viewport is different to camera, so it could be a clip distance effect thing.

And, this has nothing to to with Global volumetrics in the world properties, which the thread was about initially, but ok…volumetrics issues the same, we can discuss that.

So…can´t you upload a scenefile, remove the shark, they shouldn´t be there lurking anyway, just so we can see the effect, if you can share it.?

Yeah, seem to be that you are using the viewport range, which is totally different from the camera range when you render.

And, eevee?

Nice setup otherwise.

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