demostenes Posted June 1, 2016 Share Posted June 1, 2016 When moving towards some objects, I see white dots blinking on surface. When camera stops, everything is OK. I ve figured out, that lowering normal intensity under cca 0,7 solves the problems. This wasnt happening before Unigine 2.2, so what changed? I would like to have full normal intensity on these surfaces. Thanks. http://www.endor.cz/demo/art.webm (vlc can play this) Link to comment
silent Posted June 2, 2016 Share Posted June 2, 2016 Hi Jirka, It looks more like that surface is too glossy. Could you please check if decreasing Specular multiplier will help? If it doesn't help, we would really like to check your content and settings that produced such issue to find out the root cause of that issue. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted June 2, 2016 Author Share Posted June 2, 2016 Specular was 0,5. In case it is 0, it is OK. But anything above zero produces these artefacts. What was changed in 2.2? I would like to keep these specular values for most these materials. Link to comment
silent Posted June 3, 2016 Share Posted June 3, 2016 Hi Jirka, It seems that there might be a small bug inside our specular BRDF calculations. Could you please change the float2 getBRDF(float gloss,float F0,float translucent_scale,float3 N,float3 L,float3 V) function inside data/core/shaders/common/fragment.h:241 so it look more like this: float2 getBRDF(float gloss,float F0,float translucent_scale,float3 N,float3 L,float3 V) { float3 H = normalize(L + V); float dotLH = dotFixed(L,H); float dotNH = dotFixed(N,H); float dotNV = dotFixed(N,V); float dotVL = dotFixed(-V,L); float dotNL = dotFixed(N,L); return getBRDF(gloss,F0,translucent_scale,dotNV,dotLH,dotNL,dotNH,dotVL); } Does this help in your case?Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted June 8, 2016 Author Share Posted June 8, 2016 It didnt help, artefacts are still there. Link to comment
demostenes Posted June 8, 2016 Author Share Posted June 8, 2016 I ve uploaded on your ftp asset (roof.zip) which suffers with these artefacts (majority of assets does). Artefacts are visible only with point lights, with world light everything is OK. Link to comment
silent Posted June 9, 2016 Share Posted June 9, 2016 Hi Jirka, You can also modify data/core/shaders/common/fragment.h:165 to remove sparks with camera movement: //replace this line specular /= (dotNL * (1.0f - k) + k) * (dotNV * (1.0f - k) + k) * PI * pow2(denom); //with this one specular /= max(0.001, (dotNL * (1.0f - k) + k) * (dotNV * (1.0f - k) + k) * PI * pow2(denom)); It will change the specular look. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted June 9, 2016 Author Share Posted June 9, 2016 Thanks, we will try. Is this modification bug fix, or modification for our use case? Link to comment
silent Posted June 9, 2016 Share Posted June 9, 2016 Hi Jirka, This is temporary workaround, complete fix will be available only in 2.3 SDK update. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted June 9, 2016 Author Share Posted June 9, 2016 Hi Jirka, This is temporary workaround, complete fix will be available only in 2.3 SDK update. Thanks! I ve tried the workaround, white blinking is gone, but now there are yellow arfefacts even when camera is not moving :) Link to comment
silent Posted June 9, 2016 Share Posted June 9, 2016 Hi Jirka, This is expected behavior. We will try to minimize this effect in 2.3 SDK update. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted August 29, 2016 Author Share Posted August 29, 2016 Still present in 2.3 Link to comment
silent Posted August 30, 2016 Share Posted August 30, 2016 Hi Jirka, I'm pretty sure that I don't have any specular flickering with your attached roof node. Even if I will disable motion blur and TAA everything is looking good. Here is the video from 2.3 (i've just added default omni light and disabled world light): no_flickering.avi Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted August 30, 2016 Author Share Posted August 30, 2016 Ok, I will prepare more complex test scene. Link to comment
demostenes Posted October 10, 2016 Author Share Posted October 10, 2016 I ve manualy replaced whole <render> </render> in world file by settings from lately generated worlds and it is OK now. Probably some garbage in settings cased by many years of upgrades. Link to comment
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