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Normalmap is too sharp with panorama sky. #49788
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Try decreasing the normal map intensity in Godot in the SpatialMaterial. |
But then, where the angles are indirect normals will be almost invisible, since their intensity will be extremely low. And this problem is only in panorama sky mode. |
I'm fairly sure this is happening because the normal map uses coordinates that are too strong. Bright red colors should generally not be present in a normal map like this: As a workaround, you can increase the roughness value or decrease the normal map intensity. A normal map intensity around 0.3 results in no darkening whatsoever. Still, I think the normal map itself should be changed instead. If you want to make sure of this, set the normal map intensity to 0.3 then toggle in and out the normal map in the SpatialMaterial. You'll see that the material is no longer significantly darkened. simplescreenrecorder-2021-06-21_11.26.36.mp4 |
Thanks. I change normalmap, this not problem. |
The panorama sky you're using has much more variance in color and lightness compared to a basic ProceduralSky. I think the different normal map appearance is expected. |
Thanks. |
@clayjohn Is there anything we need to document here? |
#51416 indeed makes a difference |
Thanks! |
Godot version
3.3 stable
System information
Windows 10, GLES 3, Nvidia 1050
Issue description
Too clear normalmap at right angles (90 degrees) of illumination in the sky panorama mode of the world environment with HDRI texture. With default envinronment looks fine.
https://youtu.be/5hmJmKwBjlY
And another strange issue with the normalmap attached (another club on the scene), the reflections completely replace the albedo and it doesn't look natural. Everything looks correct in Blender and Substance painter. It seems to me that these problems are related, so I put them together in one issue. Although I'm not sure if these are errors, it still looks incorrect.
Steps to reproduce
in minimal reproduction project.
Minimal reproduction project
normalmap issue.zip
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