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Incorrect specular lighting #27322

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CptPotato opened this issue Mar 22, 2019 · 5 comments · Fixed by #29016
Closed

Incorrect specular lighting #27322

CptPotato opened this issue Mar 22, 2019 · 5 comments · Fixed by #29016

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@CptPotato
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CptPotato commented Mar 22, 2019

Godot version: 3.1 stable

Specular reflections of direct lights seem to be incorrect. At medium to low roughness values, the specular blob is pretty much invisible. Even on a completely black mesh.

I suspect that it's due to faulty energy conservation or some of the parameters are off. (currently there is material > specular and light > specular which both default to 0.5)

Here's a comparison with blender (left) and godot (right):

albedo 1.0, roughness 1.0:
grafik

albedo 0.5, roughness 1.0:
grafik

albedo 0.0 (-> specular only!), roughness 0.5:
grafik

As you can see the specular highlight is already too dark to be visible, even though the light source isn't all that dark.

Steps to reproduce:
Observe how specular blobs react to changes in the roughness value.

@CptPotato
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CptPotato commented Mar 23, 2019

Looks like this is a regression somewhere between 3.0 and 3.1.

If I compare the two versions, 3.1 has a much fainter specular highlight than 3.0.

Here's what I noticed during some tests (this is only comparing specular lighting):

version light > specular material > metallic > specular result (direct light) result (environment light)
3.0 0.5 (default) 0.5 (default) correct correct
3.1 0.5 (default) 0.5 (default) way too dark (not sure)
3.1 1.0 1.0 correct (seems correct)

@akien-mga akien-mga added this to the 3.2 milestone Apr 8, 2019
@akien-mga
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Looks like this is a regression somewhere between 3.0 and 3.1.

Could you try some 3.1 alpha/beta/RC builds to narrow down when the regression happened? See https://downloads.tuxfamily.org/godotengine/3.1/

@akien-mga
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Is this better after #27898?

@CptPotato
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I'll give it a test later today.

@CptPotato
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Sorry for the delay. As far as I can tell it seems better. If I set the material property Metallic > Specular to 1 it looks very similar to the blender PBR reference.

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3 participants