Open LiveTrower opened 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.
@Calinou Yes, it's the compression. I supposedly checked this but I see that no.
Godot version
v4.0.beta3.official [01ae26d31]
System information
Windows 10, Vulkan, GTX 960 522.25
Issue description
The picture describes everything:
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: