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Showing results for tags 'deferred'.
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Why are deferred and alpha blended materials differently shaded
sebastian.vesenmayer posted a topic in Rendering
Hi, we did observe that alpha blended and deferred materials have completly different shading when using a LightEnvironmentProbe with a static cubemap environment texture baked by the probe. This results in a much darker shading than only deferred. In the example you can also see when setting the dynamic mode and increase renderpasses the probe starts to flicker. When not using a environment probe the shading is more equal to deferred. Is there any bugfix, workarround for these two problems? Thanks Sebastian data.zip -
Two-sided materials rendered incorrect in deferred mode
alexei.garbuzenko posted a topic in Bug Reports
Topic says it all. I tested it with mesh_base, mesh_leaf_base and mesh_stem_base materials. When two-sided flag is set, in deferred light mode back side surfaces are lightened too (missing light_direction multiplier somewhere?). Duplicating the geometry with normals flipped fixes the issue. It is very easy to reproduce: - open sample scene with one world light (i.e. library_vegetation); - put here palm tree model from Tropics demo (i.e. palm_coconut_green1.mesh); - assign two-sided material to palm1_leaves_* surfaces; - place camera below the tree and turn on 'Force deferred lighing' for the sun; I hope it is just a minor bug that could be fixed for upcoming update.