Maniphest T67322

Reflections of sun are blocky in Evee when rougness is on
Closed, Duplicate

Assigned To
None
Authored By
Vyacheslav (hitrpr)
Jul 20 2019, 2:32 PM
Tags
  • BF Blender
Subscribers
ronan ducluzeau (zeauro)
Tibor Horvath (tibor81)
Vyacheslav (hitrpr)

Description

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-18 14:52, hash: rB38d4483c6a51

Short description of error
Reflections of sun are blocky in Evee


When roughness running up, surface start to look extremely bad. It is not depend on shader-type (GGX or Beckman for example).

Exact steps for others to reproduce the error
Try to tune with material rougness here wint Evee


HDRI maps for test:
https://hdrihaven.com/hdri/?h=red_hill_straight
https://hdrihaven.com/hdri/?h=colosseum

Event Timeline

Vyacheslav (hitrpr) created this task.Jul 20 2019, 2:32 PM
ronan ducluzeau (zeauro) added a subscriber: ronan ducluzeau (zeauro).Jul 20 2019, 3:29 PM

You forgot to pack texture before sending your .blend file.

It looks like sun higlight is blocky because of settings into Indirect Lighting panel.
If you increase Filter Quality and Cubemap Size settings to maximum, you should obtain a much better result.

Vyacheslav (hitrpr) updated the task description.Jul 20 2019, 3:31 PM
Vyacheslav (hitrpr) updated the task description.Jul 20 2019, 3:35 PM
Vyacheslav (hitrpr) added a comment.Jul 20 2019, 3:38 PM

@ronan ducluzeau (zeauro) added two links
Sadly filter quality just blur and pieces.
And even if blocks blurred and mixed, there is too high and sharp pinch to the pole of world. Check second video.

Vyacheslav (hitrpr) added a comment.Jul 20 2019, 3:49 PM

pinching pole is not depend on rotation of environment, or object`s rotation. Glitch appearance is not depends on streight of world illuminance

Tibor Horvath (tibor81) added a subscriber: Tibor Horvath (tibor81).EditedJul 22 2019, 3:29 PM

You have obviously wrong settings. Try to set the "clamp glossy" value to 2, increase the "Cubemap Size" to at least 1024 and set the "Filter Quality" to 8 and it should work!

Vyacheslav (hitrpr) added a comment.Jul 22 2019, 3:38 PM

@Tibor Horvath (tibor81) clamp is just cutting brightness of artifacts. But wrong highlight blur is still there. And resolution of map makes em even sharper
Here is Clamp to 1.0, roughness 0.27, cubemap 2048

Tibor Horvath (tibor81) added a comment.Jul 22 2019, 4:01 PM

Here a Pic with roughness set to 0.2. Looks fine to me! Don't Forget to set the Filter Quality to 8. It makes a big difference!

Vyacheslav (hitrpr) added a comment.Jul 22 2019, 4:28 PM

@Tibor Horvath (tibor81)
Filter 8, clamp 2 (because lower clamp looks reaaly dull), 512px cubemap
Pinched pole still there.

AFAIK it is impossible to bake different cubemaps separately with different settings to match every material with different roughness.
And anyway it is not a good workflow.

And it is still bug or wron algorythm, that make filtering distribution weird.

Sebastian Parborg (zeddb) closed this task as a duplicate of T67202: Stretched Shading On Metallic Low Roughness Surfaces In EEVEE.Jul 29 2019, 6:11 PM