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SDFGI visual banding / Regression in Godot 4.4 beta RC1 #101746
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Please upload a minimal reproduction project1 to make this easier to troubleshoot. Footnotes
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A minimal test, created with Godot 4.3 stable I use C#, but that just for the ingame camera controller. You can delete the "actor" node if needed. The scene looks still fine in 4.4 Dev 7, the issues crop up in the Beta 1 build. (Im using the mono builds here) |
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I'm able to reproduce the issue, i'll bisect. |
Bisected to #100441, @StaydMcMuffin |
Cc @StaydMcMuffin must be a problem with the normal we write out for SDFGI |
I'm actually stumped by this one. Assuming the normals that get written out are from the |
Solved! We were using the |
Thanks for solving this issue. Looking forward to 4.4 |
Tested versions
In the current 4.4 beta RC1, SDFGI encounters visual banding and more light leaking compared to the same scene rendered in 4.3 stable (and previous version 4.2).
The problem did not appear in 4.4 dev 7 yet. So some change after that release must cause it.
System information
Linux Mint 22, AMD Ryzen 7 7840HS w/ Radeon 780M Graphics × 8 + GeForce RTX 4060 Max-Q / Mobile
Issue description
Light leaks more prominently through thinner walls, and the shadows create visual horizontal bands that where not visible in 4.3.
Also the light looses energy quicker, resulting in darker bounces.
The scene uses a simple imported glb mesh for the walls and windows in the scene.
The only change to SDFGI I can see recently was about handling custom sky rotation.
Godot 4.3 stable:
![Image](https://private-user-images.githubusercontent.com/195544513/404527924-68c327e6-cb99-41e3-865b-cc1cb96ab665.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzg3Nzg0NDUsIm5iZiI6MTczODc3ODE0NSwicGF0aCI6Ii8xOTU1NDQ1MTMvNDA0NTI3OTI0LTY4YzMyN2U2LWNiOTktNDFlMy04NjViLWNjMWNiOTZhYjY2NS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIwNVQxNzU1NDVaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1kNjcwYzFkODZmZGNjMDZmY2E4NGFkZWJlZWUzN2U3YzQwMGY4ODM2NTBiMWY1NjljNDI2MDQ0MDIzMzVhODZlJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.S0hX7k_YChQMNedMMN-CjFDTzuWCVpocUeiJQh2xl4w)
Godot 4.4 beta 1
![Image](https://private-user-images.githubusercontent.com/195544513/404527929-9158dc11-b80a-4573-948c-fb5b6352d96e.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzg3Nzg0NDUsIm5iZiI6MTczODc3ODE0NSwicGF0aCI6Ii8xOTU1NDQ1MTMvNDA0NTI3OTI5LTkxNThkYzExLWI4MGEtNDU3My05NDhjLWZiNWI2MzUyZDk2ZS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjA1JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIwNVQxNzU1NDVaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT03OTg0NjQwNzNmMmZkNDgzNGQ5MmE2YjljOGJlZjc2YzQ1MTIzYmZjODA1YTY5Y2IzNDM3MjRlMjNlY2E4M2VkJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9._bqSHaK168cCNQ0iTABFkP03W7-VspOCjgbJejHYefA)
Steps to reproduce
Should be reproducible with SDFGI on any more complex scene with thinner walls that can cause light leaking and angled surfaces.
Minimal reproduction project (MRP)
none attached
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