godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Improve BaseMaterial3D flowmap compression by using RGTC VRAM compression (like normal maps) #67961

Open LiveTrower opened 2 years ago

LiveTrower commented 2 years ago

Godot version

v4.0.beta3.official [01ae26d31]

System information

Windows 10, Vulkan, GTX 960 522.25

Issue description

The picture describes everything: screenshot

Steps to reproduce

1.- Create a Standard material. 2.-Set the roughness about 0.5. 3.- Activate the anisotropy and set it to 1. 4.- Insert the flowmap and observe.

Minimal reproduction project

You can try it with this flowmap or with any other: anisodir01kmozm

Calinou commented 2 years ago

This is due to VRAM compression being used by default for textures detected as used in 3D. Select the texture in the FileSystem dock, go to the Import dock, change the compression mode to Lossless then click Reimport.

I wonder if anisotropy flowmaps could be detected as normal maps to use RGTC compression. The texture's blue channel is ignored, so it can be safely discarded.

LiveTrower commented 2 years ago

@Calinou Yes, it's the compression. I supposedly checked this but I see that no.