Open Likkkez opened 4 years ago
[Edited]
Here is a photo of my reproduction.
I'll try to get your results.
[Edited] This works in 3.2. Will report in 4.0.
In Godot, light size currently doesn't change the intensity of the light so Blender and Godot are not comparable.
We have plans to add physical light units later, so the behaviour of area lights will be more similar to Blender.
In Godot, light size currently doesn't change the intensity of the light so Blender and Godot are not comparable.
We have plans to add physical light units later, so the behaviour of area lights will be more similar to Blender.
I wasn't really looking to replicate the blender behaviour. I was looking to make the light softer not darker/brighter. Even if I increase the size and then decrease the strength the weird highlight artifacts stay on the model making it look like a weird toon shader.
Size: 1.0; Strength 1.0: Size: 1.0; Strength 0.05: There's no way this is the actual intended behaviour. It literally has no use case for PBR then.
That highlights issue looks like something someone reported on a photorealistic character tracker, I can't find the issue though?
@Zireael07 It's this issue: https://github.com/godotengine/godot/issues/26891
Godot version:
f97280a0127950f5ae7d2e38f239ab9633afb041
OS/device including version: Pop OS 19, gtx1080ti
Issue description: Light size slider creates weird artifacts on highlights, doesn't really soften shadows.
Light size 0, Godot: Light size 2 Godot:
Light size 0.25 Blender Eevee: Light size 2 Blender Eevee
As you can see, there are some pretty ugly white spots all over the model in Godot for whatever reason, while in Eevee it just dims the light and softens the shadows.
Steps to reproduce: