Closed Alastor01 closed 1 year ago
I can confirm using intel integrated graphics.
Same for amdgpu on linux, it seems like a limitation of the omnilight, put it a bit far from the surface and the line disappears.
I remember seeing other artifacts when the light on cube mode is too close to objects.
@eon-s Ye, it would be problematic for FPS games using such light sources, as the artifact depends on exact location and rotation of camera in relation to OmniLight
I've had this problem recently on GTX 970, Godot 3.1.1-windows. I'm writing a 3d dungeon crawler game, shown from first person perspective; after adding a Camera (player) with a light (torch), I've had horrible striping artifacts, no matter the bias/shadow quality or other config options (you name it). The thing is, the OmniLight was a a child of Camera and was set at (0, 0, 0) in relation to parent. The moment I moved the light a bit (about 0.2 in all directions, simulating handling the torch in right hand, and my geometry scale is pretty small, person size < 1.0), voila - all the shadows started working instantly with no artifacts whatsoever (even the performance got better). I think this case should be documented (Camera-Light position relation).
Still valid in 3.2.4 beta3 The project is broken on master (mesh is invisible).
Fixed in 4.0. The problem here comes from using dual paraboloid shadow mapping. Godot 4 now uses cubemap shadows by default and avoids this issue
Godot version: Godot 3.1 Beta 3
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