Closed laurentopia closed 3 years ago
this shader
Does it happen with the non-spec version?
Yes it does. even with the new shader you linked in the other thread. The odd thing is this: another instance that was in the scene works fine when moved next to the red one but if i duplicate the red one it's still red. and the volume is global so it's not a trigger thing
Weird. Can you send me any package/project where I can reproduce it? I wonder if it's related to the volume data, or it's just not applied for some reason.
ok yeah bug red volume.zip that's what you should see when opened in a new project (2020.1.15 urp 8.20)
For some reason all script references are broken in your package:
I recreated the volume based on your screenshot and reproduced the problem though. The volume is looking weird indeed. There are different splotches of different color:
There are no lights in the scene so I can't rebake it with different settings. Can you throw me a version of this scene with light objects and probably their (and the volume) scripts also present?
now it's black squares here is the scene, it should work, maybe i went far on the removing unnecessary script so might have no bakery stuff, still. but it might recognize the .meta file, so anyway if it doesn't, there is a mesh light on object "mr lava lava", and the main light has a bakery direct light and the volume is on volume, if you drop the script in debug mode i'll refill the values https://we.tl/t-EOWgLRVtvh
weird highlight in transition from lit to unlit this is with your default spec volume shader
my guess is volume glitch happen with very bright mesh lights
i cranked the yellow sphere to 5 in intensity
when i reduce it to 4 this is the result
only the one objects that is getting blasted by light gets darkened full lighting dominant direction l1
5 is totally OK. Even my Sponza example has sun set to 10.
Just baked your last scene. Seems like the issue is denoiser-related.
Without denoiser:
With denoiser:
I think denoiser doesn't work great for very low-resolition images, as it's hard to tell actual content from noise. And it looks like in your scene it still looks pretty good even with denoise off on the volume.
Updated the docs: https://geom.io/bakery/wiki/index.php?title=Manual#Other_settings
Weird highlight transition: yeah, it's expected, given the specular is very approximate. It will work nicely if you have many non-overlapping lights, but as soon as they start overlapping, the highlight is going to transition from one light to another, as it's only calculated from one direction. With lower smoothness it's usually less apparent.
I kept denoise for the lightmap and turned off denoise in the colume component and the artifact is gone.
just loaded it in the project and now getting this red stuff