Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

SSS Transmission visual bug #73946

Closed
KylerBessert opened this issue Feb 25, 2023 · 3 comments · Fixed by #93448
Closed

SSS Transmission visual bug #73946

KylerBessert opened this issue Feb 25, 2023 · 3 comments · Fixed by #93448

Comments

@KylerBessert
Copy link

Godot version

4.0 RC5

System information

Windows 11, Vulkan

Issue description

When using transmission but going above the max value to get the desired results I end up having visual problems with the material.

Skin Without SSS;
image
Skin With SSS;
image
Visual Issues:
image
image

This is not a custom mesh problem, using the default sphere it has this bright visual issue as well;
image

This seems to be on the other side of the sun/light source that ends up having this issue.

Steps to reproduce

  1. Create a new scene
  2. Create a new instanced mesh and assign a new material to it
  3. Set up the material SSS like so;
    image

Minimal reproduction project

N/A

@clayjohn
Copy link
Member

I'm not sure that a transmittance depth of 500 is a reasonable value. The defined range in the editor is 0.001 to 8. When you go that far outside of the reasonable range I think you have to expect some problems to occur. On our end, the way of "fixing" this type of bug is to clamp the range so you cannot type in a value greater than 8, would that be preferable for you?

@KylerBessert
Copy link
Author

I am not sure how to go forward if it is clamped at 8 since if you have something up higher like 100-500 you get transmission to bleed through a lot more like so ;
image
But if you have it clamped to 8 you get nearly 0 bleeding effect which is used for cartoony skin, and candle wax, etc.
image

@KylerBessert
Copy link
Author

But in all honesty I feel the best approach is to clamp it to 8 since anything over it starting at about 30 you get these artifacts. @clayjohn thanks for the quick response on this. Since this is based on a universal material that should suit most needs, I feel that my need is more custom and I will go that route with it.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

2 participants