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Tweak the fallback 3D material's appearance #62756
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Tweak the fallback 3D material's appearance #62756
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Sorry, could you elaborate on "in real life materials are either fully smooth or fully rough"? I can't see any way to make that true. Just looking around on my desk I can see materials of varying visual roughness. Am I misunderstanding? |
I think Calinou is mixing up Metallic and Roughness. Metallic should always be 0 or 1, the values in between should be thought of as a blend factor. Roughness can be any value between 0 and 1. In fact in real life it is rare to see materials that correspond to a Roughness of exactly 0 or 1 and you are more likely to find stuff between those two. |
Indeed, I thought both metallic and roughness had to be either 0 or 1. What would be a good roughness value to use? I'm learning towards 0.8 or 0.9. |
0.8 seems fine. But I don't really understand the goal here. Is there a specific look you are aiming for, or are you trying to match defaults somewhere else? |
I don't have a specific goal here, but having a default metallic value of 0.2 felt strange to me. There was a discussion on the Discord server recently and people found that the fallback material sometimes behaved strangely to light. (It didn't look broken, just unusual.) |
I think changing the metallic to 0 is a good idea, but for the roughness the default value is pretty subjective, I think. My first instinct would be to set it to 0.5, to match blender, but also because it's a reasonable approximation for what I'd expect to be the most common range of material roughness. |
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- Decrease roughness from 0.8 to 0.5 to match Blender's default. - Decrease metallic from 0.2 to 0.0. - In real life, materials are either fully dielectric or fully metallic. - Darken albedo from `Color(0.6, 0.6, 0.6)` to `Color(0.5, 0.5, 0.5)`. - This compensates for the roughness/metallic change, but also makes the fallback material a tad darker overall. It now better corresponds to materials that are typically used in scenes, leading to a more accurate lighting preview (especially when the Debug Lighting draw mode is used).
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I updated the PR to decrease roughness to 0.5. Check OP for updated screenshots 🙂 I think the decreased roughness looks good. It also helps make shaded areas look a bit less flat. |
# Objective Standard material defaults are currently strange, and the docs are wrong re: metallic. ## Solution Change the defaults to be similar to [Godot](godotengine/godot#62756). --- ## Changelog #### Changed - `StandardMaterial` now defaults to a dielectric material (0.0 `metallic`) with 0.5 `perceptual_roughness`. ## Migration Guide `StandardMaterial`'s default have now changed to be a fully dielectric material with medium roughness. If you want to use the old defaults, you can set `perceptual_roughness = 0.089` and `metallic = 0.01` (though metallic should generally only be set to 0.0 or 1.0).
# Objective Standard material defaults are currently strange, and the docs are wrong re: metallic. ## Solution Change the defaults to be similar to [Godot](godotengine/godot#62756). --- ## Changelog #### Changed - `StandardMaterial` now defaults to a dielectric material (0.0 `metallic`) with 0.5 `perceptual_roughness`. ## Migration Guide `StandardMaterial`'s default have now changed to be a fully dielectric material with medium roughness. If you want to use the old defaults, you can set `perceptual_roughness = 0.089` and `metallic = 0.01` (though metallic should generally only be set to 0.0 or 1.0).
# Objective Standard material defaults are currently strange, and the docs are wrong re: metallic. ## Solution Change the defaults to be similar to [Godot](godotengine/godot#62756). --- ## Changelog #### Changed - `StandardMaterial` now defaults to a dielectric material (0.0 `metallic`) with 0.5 `perceptual_roughness`. ## Migration Guide `StandardMaterial`'s default have now changed to be a fully dielectric material with medium roughness. If you want to use the old defaults, you can set `perceptual_roughness = 0.089` and `metallic = 0.01` (though metallic should generally only be set to 0.0 or 1.0).
# Objective Standard material defaults are currently strange, and the docs are wrong re: metallic. ## Solution Change the defaults to be similar to [Godot](godotengine/godot#62756). --- ## Changelog #### Changed - `StandardMaterial` now defaults to a dielectric material (0.0 `metallic`) with 0.5 `perceptual_roughness`. ## Migration Guide `StandardMaterial`'s default have now changed to be a fully dielectric material with medium roughness. If you want to use the old defaults, you can set `perceptual_roughness = 0.089` and `metallic = 0.01` (though metallic should generally only be set to 0.0 or 1.0).
Color(0.6, 0.6, 0.6)
toColor(0.5, 0.5, 0.5)
.Testing project: test_fallback_material.zip
Preview
No GI
VoxelGI
SDFGI
The fallback material's default appearance was already changed from 3.x, so this isn't a compatibility-breaking change (not any more than it previously was, at least).