godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
https://godotengine.org
MIT License
91.16k stars 21.2k forks source link

Light Size slider is creating artifacts #41354

Open Likkkez opened 4 years ago

Likkkez commented 4 years ago

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: godot1 Light size 2 Godot: godot2

Light size 0.25 Blender Eevee: eevee1 Light size 2 Blender Eevee eevee2

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:

  1. Import the attached gltf file: https://mega.nz/file/qc11CJII#zL8LjZSjnwY_4uf8o170JjBS5Q6pilNTLMXQZU9bjzQ
  2. Add a Omni Light in front of the hand
  3. Set the specular to 1 (like it probably should be by default) 4.Set size to something other than 0 and notice the artifacts.
fire commented 4 years ago

[Edited]

Here is a photo of my reproduction.

image

image

I'll try to get your results.

[Edited] This works in 3.2. Will report in 4.0.

clayjohn commented 4 years ago

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.

Likkkez commented 4 years ago

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: Screenshot_20200820_010506 Size: 1.0; Strength 0.05: Screenshot_20200820_010619 There's no way this is the actual intended behaviour. It literally has no use case for PBR then.

Zireael07 commented 4 years ago

That highlights issue looks like something someone reported on a photorealistic character tracker, I can't find the issue though?

Calinou commented 4 years ago

@Zireael07 It's this issue: https://github.com/godotengine/godot/issues/26891