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[BUG-233469] PBR ADITI BUGS #10561

Open sl-service-account opened 1 year ago

sl-service-account commented 1 year ago

What just happened?

  1. It appears that the specularity becomes stronger or anyhow incorrect at angles beyond 50 60 degrees of an objects normal...eg leather will start to reflect like glossy plastic.
  2. It appears that specular channels with with repeats on thing s like water og glass that use alphas will in some cases subtly and other strongly start to have a moiré effect, it is noticeable also in default ocean shader. Mire effect appears to be stronger even in specular materials that do not make use of alpha's 3.Sun sky system works as if it is night when an object (specular workflow) is in a shadow, (the sun sky system dynamic range is too poor and not enough GI bounces, should be at least 3) IBL is incorrect, blue and extremely dark.

What were you doing when it happened?

no comment

What were you expecting to happen instead?

no comment

Other information

Moire' effect can be mitigated or resolved, by allowing the client cam to have pixel subdivisions, in the specular channel, with animated noise pattern and more samples per pixel to clear the noise (if necessary) or making use of AI denoiser.

Shadows and AO should anyhow be raytraced AND NOT baked into the Albedo, with AI denoiser working.

IBL is awful(did You guys get this from that awful substance UE setting) using dome with 6500k colour temperature is preferable until You have a proper photorealistic IBL with correct HDR values made

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-233469 | | Summary | PBR ADITI BUGS | | Type | Bug | | Priority | Unset | | Status | Needs More Info | | Resolution | Unresolved | | Labels | pbr | | Reporter | COCA Yven (coca.yven) | | Created at | 2023-02-26T18:22:50Z | | Updated at | 2023-02-28T03:41:31Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2023-02-27T12:21:17.284-0600', "Is there anything you'd like to add?": "Moire' effect can be mitigated or resolved, by allowing the client cam to have pixel subdivisions, in the specular channel, with animated noise pattern and more samples per pixel to clear the noise (if necessary) or making use of AI denoiser.\r\n\r\nShadows and AO should anyhow be raytraced AND NOT baked into the Albedo, with AI denoiser working.\r\n\r\nIBL is awful(did You guys get this from that awful substance UE setting)\r\nusing dome with 6500k colour temperature is preferable until You have a proper photorealistic IBL with correct HDR values made", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': "1. It appears that the specularity becomes stronger or anyhow incorrect at angles beyond 50 60 degrees of an objects normal...eg leather will start to reflect like glossy plastic.\r\n2. It appears that specular channels with with repeats on thing s like water og glass that use alphas will in some cases subtly and other strongly start to have a moiré effect, it is noticeable also in default ocean shader.\r\nMire effect appears to be stronger even in specular materials that do not make use of alpha's\r\n3.Sun sky system works as if it is night when an object (specular workflow) is in a shadow, (the sun sky system dynamic range is too poor and not enough GI bounces, should be at least 3) \r\nIBL is incorrect, blue and extremely dark.", 'What were you doing when it happened?': 'no comment', 'What were you expecting to happen instead?': 'no comment', 'Where': 'secondlife://Aditi/secondlife/Rumpus%20Room%203/68/177/25', } ```
sl-service-account commented 1 year ago

Dan Linden commented at 2023-02-27T18:21:17Z

Hi COCA,

Thank you for the report. In order to expedite the investigation and resolution of bugs we need bugs filed separately. Please attach pictures for each bug with the More > Attach files button.

Thank you, Dan