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LightmapGI: Stripes on curved surfaces #91614
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As I said in the issue, how was the shape generated? Can you compare the result to when you do it from importing an OBJ? |
I imported gltf. Both gltf and the blend file that it came from are in the MRP Tried exporting as OBJ, same result |
I don't think this is a UV issue that's carrying over into the raytracer, unless I misunderstood the issue you referenced in the other post. It seems to happen after all that somehow. Otherwise the dilated pixels would carry over the same values as those stripes, and the denoiser would at the very least make the shape of those stripes significantly less sharp. |
I wonder if it's something that can trigger due to the nature of the concave shape and the rays probably hitting inside of the cylinder rather than outside. It's a bit odd it happens on the seams but it could explain why if it's being traced at the very edge of the seam. That's why I ask about the UV2, since it could be pushing it towards one of the edges perhaps since I only see one side of the seam being blurry. That hints that it's tracing from the right side on the pixel at one edge but not on the other edge. |
Interesting. I haven't really delved into the seams blend step yet so I can't give much info about that. |
Paging @reduz since he implemented the lightmapper (along with the blendseams step). Maybe he's got some ideas on what may be happening here. It would be nice to also hear what the blendseams step is trying to achieve. |
This is what The sharp edge might mean that it's using a wrong uv offset when blending This is the part of the shader that blends lines: godot/modules/lightmapper_rd/lm_blendseams.glsl Lines 44 to 70 in 78cce19
These are the stages that blend seams in lines mode using that shader: godot/modules/lightmapper_rd/lightmapper_rd.cpp Lines 1929 to 1939 in 78cce19
godot/modules/lightmapper_rd/lightmapper_rd.cpp Lines 1951 to 1963 in 78cce19
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Without it you get... seams BTW even when it's not doing the "same color for the entire stripe" artifact, it's still not doing a super great job at blending seams: This is what it looks like when you don't blend with original color (if you swap this for godot/modules/lightmapper_rd/lightmapper_rd.cpp Line 1918 in 78cce19
I also had some artifacts before where individual triangles of a mesh got outlined with stripes. So there's more than one problem to solve with seam blending |
It doesn't seem like the colour actually is the same for the whole stripe, that's an optical illusion due to the gradient :) |
Yeah you're right I just double checked at 100% opacity, they aren't single color |
Tested versions
v4.3.dev6.official [89850d5]
System information
Godot v4.3.dev6 - macOS 14.4.1 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
I'm getting weird stripes when baking some geometry with LightmapGI and I can't get rid of them by tweaking any settings.
I first reported this in #90929 but I'm opening a separate issue for this as suggested by @lander-vr, because this seems to be a separate issue
Steps to reproduce
MRP
Minimal reproduction project (MRP)
MRP_lightmap_stripes.zip
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