Closed EMBYRDEV closed 2 weeks ago
I wonder if this is the same as https://github.com/godotengine/godot/issues/81556. We could be getting NaNs that get propagated by the auto exposure
I wonder if this is the same as #81556. We could be getting NaNs that get propagated by the auto exposure
Potentially, I'm getting some similar looking specular in some parts of the scene
The NaN propagation issue related to the lightmap no longer occurs with https://github.com/godotengine/godot/pull/95888, but that PR still seems to struggle with baked light on alpha-tested materials. Baking with Directional enabled still creates a brighter overall lightmap with flickering occuring when Glow is enabled:
Directional OFF | Directional ON |
---|---|
Probes also have negative-looking artifacts, but these are present regardless of whether Directional is enabled:
Directional OFF | Directional ON |
---|---|
Dynamic objects themselves look fine though, so maybe this is just an issue with the visualization.
Edit: The scene gets extremely bright (but not NaN) as I save the scene, or switch back to the main scene after baking in the Hangar scene:
The issue is connected to the first ReflectionProbe node in Hangar. Hiding it fixes the issue, even after switching back to the main scene.
The issue occurs even if the ReflectionProbe's ambient mode is set to Disabled and its Intensity is reduced to 0.01
. However, it does not occur anymore if you switch its update mode to Always, which uses a real-time filtering method for (ir)radiance. This means the culprit is likely the high-quality filter mode for reflection probes, which is used for the Once update mode.
but that PR still seems to struggle with baked light on alpha-tested materials. Baking with Directional enabled still creates a brighter overall lightmap with flickering occuring when Glow is enabled:
These look like ringing artifacts that occur due to sampling the SH lightmap's lower hemisphere, which has negative colors.
Edit: A way to mitigate this has been described in https://web.archive.org/web/20160313132301/http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf
Tested versions
4.3.stable
System information
Godot v4.3.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 32.0.15.6070) - AMD Ryzen 9 7950X 16-Core Processor (32 Threads)
Issue description
Switching on directional lightmapping can lead to invalid pixels that when paired with autoexposure can completely corrupt the scene.
LightmapGI non-directional:![image](https://github.com/user-attachments/assets/4dcc59a5-8925-48ec-a0c5-5f17153774d4)
LightmapGI directional:![image](https://github.com/user-attachments/assets/dd8ca4c7-d495-4d31-af61-94dd881e2b54)
Directional with moved camera:![image](https://github.com/user-attachments/assets/0b24c315-1d28-451d-94e6-166572b447c0)
Steps to reproduce
Directional
enabled.Minimal reproduction project (MRP)
https://github.com/perfoon/Abandoned-Spaceship-Godot-Demo