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OS/device including version:
Arch Linux (5.2.4-arch1-1-ARCH)
NVIDIA GeForce GTX 1060 6GB (430.34-4)
Issue description:
When having SSR enabled and increasing roughness, the reflections loose colors. There appears a gray tint that seems to be more pronounced in grazing angles and closer to the reflected object. Below images with roughness 0.01 in first and 0.3 in second.
Steps to reproduce:
Create a Spatial scene
Add world environment and enable SSR
Add 2 objects - one to reflect and one to be reflected
Add colorful material to the reflected object
Adjust the roughness of the material for the reflecting object and observe how reflection color changes in strange behavior
The text was updated successfully, but these errors were encountered:
Can anyone still reproduce this bug in Godot 3.2.3 or any later release?
If yes, please ensure that an up-to-date Minimal Reproduction Project (MRP) is included in this report (a MRP is a zipped Godot project with the minimal elements necessary to reliably trigger the bug). You can upload ZIP files in an issue comment with a drag and drop.
Godot version:
3.1
OS/device including version:
Arch Linux (5.2.4-arch1-1-ARCH)
NVIDIA GeForce GTX 1060 6GB (430.34-4)
Issue description:
![ssr-glossy-color](https://user-images.githubusercontent.com/6423934/62194971-7c033100-b36a-11e9-8303-350032e4f341.png)
![ssr-rough-nocolor](https://user-images.githubusercontent.com/6423934/62194973-7c033100-b36a-11e9-9d5d-36aa4349f5fc.png)
When having SSR enabled and increasing roughness, the reflections loose colors. There appears a gray tint that seems to be more pronounced in grazing angles and closer to the reflected object. Below images with roughness 0.01 in first and 0.3 in second.
Steps to reproduce:
The text was updated successfully, but these errors were encountered: