GIProbe rendering displays the sky too bright in reflections unless Dynamic Range is decreased to 1. This happens regardless of whether Rendering > Quality > Voxel Cone Tracing > High Quality is enabled in the Project Settings. (It's enabled on the screenshots below for the purposes of demonstration.)
This bug does not affect VoxelGI in master.
Default dynamic range/energy settings
Dynamic Range 1
Dynamic Range 4, Energy 0.25 (`1.0 / Dynamic Range)
Steps to reproduce
Add a WorldEnvironment node with the default procedural sky.
Add some MeshInstances with Use In Baked Light enabled.
Set a non-rough, fully metallic material on one of the MeshInstances.
While toying around with a test scene I made for an issue, I came across a strikingly similar issue but it's not just the reflections, everything became too bright. Could my issue be related to this?
Godot version
3.5.beta (5194c612a)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
GIProbe rendering displays the sky too bright in reflections unless Dynamic Range is decreased to 1. This happens regardless of whether Rendering > Quality > Voxel Cone Tracing > High Quality is enabled in the Project Settings. (It's enabled on the screenshots below for the purposes of demonstration.)
This bug does not affect VoxelGI in
master
.Default dynamic range/energy settings
Dynamic Range 1
Dynamic Range 4, Energy 0.25 (`1.0 / Dynamic Range)
Steps to reproduce
Minimal reproduction project
test_gi_texture_3.x.zip