reepblue Posted November 1 Share Posted November 1 Getting this issue when generating probes in areas like this. Project sent in DM's as it has to do with the materials being used. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted November 1 Share Posted November 1 Hmmm, if I delete the other probe the problem goes away... 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...
reepblue Posted November 1 Author Share Posted November 1 I tried that and it didn't work on my end! 😱 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted November 1 Share Posted November 1 It seems to be caused by this model, I think... 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 November 1 Share Posted November 1 Yeah, it looks like that object is emitting some very bright colors for some reason. That's the source of all the bright pixels... 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 November 1 Share Posted November 1 Okay, I think I see what is happening. The material for the glass has metalness set to 100%, which means it only reflects the environment map or probes. But before the probes are rendered, there is nothing to reflect. Maybe it is a math error or maybe it is reflecting the contents of the cubemaps before anything is rendered, and they just contain random bytes. I will look more closely at the shader code now, but that is basically what is going on, and the quick fix is to set metalness to 99. 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...
Solution Josh Posted November 1 Solution Share Posted November 1 I added a clamp in the lineartosrgb shader functions to make sure the color values are never less than zero, and now it is fine. 1 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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