You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Tested on Godot 3.0 master
Windows 10 64 bits, nVidia GeForce 940M
I tested screen-space reflections on a mesh with a metalness of 0.5, but they don't look good. I don't know what to do to fix them, I dabbled a little in the options of WorldEnvironment but none of the settings gave a good-looking result.
Setting accel to zero and increasing the number of iterations to 256 seemed to improve a bit, but it still looks jagged and lag is noticeable:
Trying on a flat plane looks ok, but the sky is not reflected (solid blue color). Also there are some edge-clamp artefacts, very noticeable when the camera is moving (not sure if that is fixable given it's "screen space"... Maybe fallback on a static cubemap, or fade to sky? I read some interesting techniques here http://www.gamasutra.com/blogs/BartlomiejWronski/20140129/209609/The_future_of_screenspace_reflections.php, I guess ReflectionProbes are designed for this but I couldn't get a difference with them)
I was able to set a metalness of 2, which gave a more contrasted look. However it gets clamped to 1 so I guess it was not really allowed?
Also transparency seems to be incompatible with reflections, they disappear as soon as "transparency" is checked in the material.
Is there a way to make reflections "blurry"? I tried roughness but it has no effect.
Tested on Godot 3.0 master
Windows 10 64 bits, nVidia GeForce 940M
I tested screen-space reflections on a mesh with a metalness of 0.5, but they don't look good. I don't know what to do to fix them, I dabbled a little in the options of WorldEnvironment but none of the settings gave a good-looking result.
Setting
accel
to zero and increasing the number of iterations to 256 seemed to improve a bit, but it still looks jagged and lag is noticeable:Trying on a flat plane looks ok, but the sky is not reflected (solid blue color). Also there are some edge-clamp artefacts, very noticeable when the camera is moving (not sure if that is fixable given it's "screen space"... Maybe fallback on a static cubemap, or fade to sky? I read some interesting techniques here http://www.gamasutra.com/blogs/BartlomiejWronski/20140129/209609/The_future_of_screenspace_reflections.php, I guess ReflectionProbes are designed for this but I couldn't get a difference with them)
I was able to set a metalness of 2, which gave a more contrasted look. However it gets clamped to 1 so I guess it was not really allowed?
Also transparency seems to be incompatible with reflections, they disappear as soon as "transparency" is checked in the material.
Is there a way to make reflections "blurry"? I tried roughness but it has no effect.
Here is a video of the water plane: https://www.youtube.com/watch?v=NbkvuQWgnkg&feature=youtu.be
Another one of a demo I'm making, not focused on reflections but still noticeable artefacts https://www.youtube.com/watch?v=r-doDosEA3E
The project:
ScreenSpaceReflections.zip
The text was updated successfully, but these errors were encountered: