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Tweak default SDFGI settings for better quality #39965
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Needs rebase after #40016. |
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This will still need reduz' final approval, but it looks fine.
i don't think this commit will help at all, there's an issue with the algorithm itself at it's core |
@RaTcHeT302 The new settings definitely help in non-pathological situations. It's just that you apparently ran into a bug with SDFGI. |
@Calinou What's the status of this? It seems that this is desired, but this needs a rebase before it can be reviewed and merged. |
@aaronfranke reduz wasn't convinced by all of these default setting changes. I need to discuss this with him again first. |
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SDFGI needs further work on these areas, will work on it after Alpha |
Shouldn't we enable Read Sky Light by default at least in the meantime? Right now, the SDFGI appearance on outdoor scenes isn't very appealing until you enable that property. |
In physically-based rendering, you don't adjust the shadow color. Instead, you adjust the ambient light color. To do this, reduce Sky Contribution in the Environment settings (and optionally set a plain color instead of sourcing the sky for ambient light). When doing this, Read Sky Light should be left enabled. If the shadow appears colored, it's because the shaded area is only lit by the environment lighting (here, the sky).
Setting the shadow color is no longer supported for performance reasons. See #49447. It would be possible to reimplement per-light shadow colors using specialization constants as was done for PCSS-like shadows, but this isn't planned for 4.0. (Specialization constants make it possible to pay the performance cost only if you use the feature in question.) |
Thank you for the feedback @Calinou. I am probably missing something, because your description sounds exactly as how I set up the environment. Ambient color is set to neutral gray and ambient sky contribution is set to 0. |
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- Enable Read Sky Light to get proper outdoors lighting out of the box. - Set bounce feedback to 0.5 by default to get a better quality result. - Higher values may cause infinite feedback with bright surfaces. - Increase the number of frames to converge to improve quality at the cost of latency. Most scenes are fairly static after all. - Use 75% Y scale by default as most scenes are not highly vertical. - Reorder the Y scale enum to go from the lowest Y scale to the highest. Also rename the "Disabled" setting to "100%" for clarity.
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Approved in PR review meeting.
Thanks! |
Edit: This PR was amended in May 2021 to not tweak any performance-related settings. Therefore, performance should be roughly identical to what it was before. Performance tweaks were moved to #39965.