Alienhead Posted June 5 Share Posted June 5 I've been gone for a weeks worth of updates, this bug wasn't happening a week ago so it started somewhere between last week and yesterdays updates. Horrible looking LOD pop in on terrain mesh layers. I guess it's on mesh layers only, could be something else because some of that pop in isnt LOD anyways. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted June 5 Author Share Posted June 5 I'm no longer certain its the LOD causing this, all over my map I have weird occurrences like this popping up. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted June 5 Author Share Posted June 5 Editor mode VS Run mode ( editor mode ) ( run mode ) This is clearly not right, and could be related? Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted June 5 Author Share Posted June 5 Upon further investigation it may have something to do with normal maps as the pop seems to only be occuring with mesh mats using a normal map. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted June 6 Share Posted June 6 That does not look like what we commonly call "LOD popping". It looks more like a problem with the way the compute shader is writing memory... Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted June 6 Share Posted June 6 just a hint, i get these artifacts only when i use the bloom posteffect. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted June 8 Share Posted June 8 @klepto2 thinks this is being caused by NAN values outputted by the shader, which then get amplified in the bloom blur. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted June 9 Share Posted June 9 @Alienhead You can add this to the very end of the main function in Shaders/PBR/Fragment.glsl: //Check for NAN values if (isnan(outColor[0].r) || isnan(outColor[0].g) || isnan(outColor[0].b) || isnan(outColor[0].a) ) { outColor[0] = vec4(1,0,1,1); } This will provide a visual cue if the outputted color is a NAN value. I have tried this on an AMD card but I do not have any scene that produces this problem. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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