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Incorrect specular lighting #27322
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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):
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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/ |
Is this better after #27898? |
I'll give it a test later today. |
Sorry for the delay. As far as I can tell it seems better. If I set the material property |
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
andlight > specular
which both default to 0.5)Here's a comparison with blender (left) and godot (right):
albedo 1.0
,roughness 1.0
:albedo 0.5
,roughness 1.0
:albedo 0.0 (-> specular only!)
,roughness 0.5
: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.
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