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Scrreen space reflections does not seem to actually take roughness into account #49402

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atirut-w opened this issue Jun 7, 2021 · 3 comments

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@atirut-w
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atirut-w commented Jun 7, 2021

Godot version:

3.3.2

OS/device including version:

NVIDIA GeForce GTX 1660, (dont know how to check driver on windows), GLES3 backend, graphics-related(minor issue)

Issue description:
With SS reflections enabled, Godot does not seem to actually take roughness into account because toggling the option in SS reflections does not seem to change anything. Reflections are clear even though the material have 0 metalness and 1 roughness.

Roughness on:
image

Roughness off:
image

Increased max steps for better visibility:
image
image

Steps to reproduce:

  1. Enable SS reflections in the world environment you are using.
  2. Create a flat plane to act as the mirrer.
    2.1 Create a material for the plane and make the albedo dark. This makes it easier to see the reflections
  3. Put something above it to be reflected.
  4. You can see very defined reflections despite the material having roughness of 1

Minimal reproduction project:

I am unable to upload the .zip file of the project for some reason(see screenshot below) so I uploaded it to Google drive. Alternatively, this issue can be reproduced even on a fresh new project. https://drive.google.com/file/d/1WQf1LtvKwxayaSobqT5LEGSMJxOp7NRG/view?usp=sharing
image

@clayjohn clayjohn added this to the 3.3 milestone Jun 7, 2021
@Calinou
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Calinou commented Jun 7, 2021

I'm not sure if true rough reflections were ever supported in the 3.x branch. Instead, enabling roughness will just make SSR fade faster depending on the material's roughness. Even with that, fully rough materials will still keep some kind of reflection, as expected in PBR.

True rough reflections are supported in the master branch's Vulkan renderer (nonwithstanding this bug).

@atirut-w
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atirut-w commented Jun 7, 2021

I'm not sure if true rough reflections were ever supported in the 3.x branch. Instead, enabling roughness will just make SSR fade faster depending on the material's roughness.

Why is that though?

By the way, I googled about rough reflections and found another issue that seem to be the same as this one(#25112) but it's for a beta of 3.1 and at least a year old. Do I close this one or keep it open?

@Calinou
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Calinou commented Jun 7, 2021

Why is that though?

The high-end renderer in Godot 3.x is more limited than the one in the master branch. It's based on OpenGL ES 3.0 (which itself is more limited than Vulkan, since it lacks things like compute shaders).

By the way, I googled about rough reflections and found another issue that seem to be the same as this one(#25112) but it's for a beta of 3.1 and at least a year old. Do I close this one or keep it open?

Yes, this issue is a duplicate of #25112, so I'll close this one.

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