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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?
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 ;
But if you have it clamped to 8 you get nearly 0 bleeding effect which is used for cartoony skin, and candle wax, etc.
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.
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;
Skin With SSS;
Visual Issues:
This is not a custom mesh problem, using the default sphere it has this bright visual issue as well;
This seems to be on the other side of the sun/light source that ends up having this issue.
Steps to reproduce
Minimal reproduction project
N/A
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