Open GooseVali opened 5 months ago
I believe this may be a limitation of the bloom post-processing itself.
The amount of blooming is proportional to the mirror's resolution as seen above.
But a secondary hypothesis I have is that mirrors are not excluded from the post-processing pass- so anything that is already blooming has that bloom applied for a second time because the mirror is a separate 'object' in the world.
Fixing this would probably require having a separate rendering layer/pass that occurs after post-processing is done for certain elements, e.g. UI elements like the context menu #59.
Seeking thoughts from @Frooxius and @Geenz.
The replication world for this issue can be found here: resrec:///U-Hannu-Hanhi/R-a92805ce-9c44-4388-bd61-6c24a9f02381
Describe the bug?
The mirror reflections of items using PBS_ColorSplatMetallic have brighter colors (more bloom) than the items themselves. This occurs when using bright albedo colors on the material and the item is facing the sun.
To Reproduce
Expected behavior
I expected the brightness of the item and its reflection to be the same.
Screenshots
Resonite Version Number
Beta 2024.3.12.1169
What Platforms does this occur on?
Windows
What headset if any do you use?
Desktop
Log Files
DM me if a log file is needed.
Additional Context
Originally discovered this quirk with my avatar, which occasionally shows as unexpectedly bright on mirrors.
I tried messing with the lighting and shadow settings in the Resonite Essentials mirror and it appeared to have no effect on this.
Reporters
Hannu_Hanhi (Discord and Resonite)