Open WickedInsignia opened 1 year ago
If you use unclipped HDRIs sourced from real life, they likely have extremely bright spots due to the sun. Select the HDR panorama texture in the FileSystem dock, then enable HDR Clamp Exposure in the import dock to clamp their exposure to something more reasonable that won't generate fireflies in the radiance map.
If you really don't want to clamp the HDR exposure or this doesn't suffice, switch the sky radiance update mode in Environment to Real-Time which doesn't exhibit fireflies, but is lower quality.
Yeah that seems to be the problem. Clamping that sky didn't reduce the effect enough to be usable, but using a HDR without any super bright areas such as the one attached below resolved the issue: HosekWilkieSky_Render01.zip
This is also consistent with good general art practice since HDRIs with super bright spots can mess with light bakes and SDFGI. I just had a few scenes go glossy and wasn't sure of the culprit.
Godot version
4.5 Beta 5
System information
Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x
Issue description
Reflection Probes will make all materials under their influence too glossy when a Panorama sky (.EXR or .HDR) is used. This does not seem to affect specular reflections from light sources. Brightness of surrounding objects also seems to be affected (the ground seems to be too bright in the metallic material, even though the probe was updated to account for the change in lighting).
With Panorama Sky:
With Procedural Sky:
Steps to reproduce
Minimal reproduction project
ReflectionProbeGlossiness.zip