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Dull texture with same lighting #88
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I'm not sure what's going on here. For starters, both renderers do srgb gamma correction so that isn't the issue directly. Are both renderers using the same tone mapping? What about lighting? |
Yes both of them have same lighting and both of them are using ACES filmic tone mapping. |
Could it be the texture minification/magnification filter ? |
This is a really tricky one to debug since it's difficult to control the differences between Three.js and this renderer. I have a few ideas:
Texture filtering could maybe be an issue but I don't understand how that would happen. If you could replicate the bug with a simple test scene that you could share, I could look into it and help out. Does that sound possible? |
Thanks for replying !. I will definitely post a piece of code to replicate the bug here soon. |
I think I need to get clear of this issue before I can proceed : #95 |
There is difference in the original image and when the image is used as a texure on cube inside the ray tracer. I did not change any lighting setting here , this is the default test file. The original image is same when rendered in realtime. I also tested forcing the image to have LinearEncoding and the results are same!? Again, could texture encoding be the issue ? PS: the webgl-comparison scene inside the scenes folder is also broken . Should I make a separate issue for this ? Thanks for your support ! :) |
This is most unusual. Does the texture look darker on my machine to you? It looks as black to me as the source image. I think this could be a driver bug on your machine related to gamma correction. Would you be able to try this out:
Does that solve the issue?
Did you try localhost:8080/scenes/webgl-comparison/dev.html? dev.html (instead of index.html) is needed for local viewing. |
Hello @jaxry !, For webgl-comparison. I tried with your suggestion and it worked . Thanks ! |
I guess the GGX model of Disney has a heavy influence(lobe) of diffuse lighting. That being said I was able to get to good texture while reducing my texture metalness from 0.2 to 0.0 which is not a big leap in realtime but affects the ray-tracer a lot. Thanks for your time guys . :) |
It feels like texture contrast takes heavy hit when we change from threejs's WebGL2 to raytracing-renderer. What could be the issue ? The following textures have same lighting conditions but the dull one is from the raytracing-renderer. I even waited for the renderer to go on for 10 minutes so that the texture might clear out but the results are almost same.
I checked the texture encoding when shifting from threejs's renderer to raytracing renderer, they are same. Is that taken into account in raytracing renderer as srgb-encoding should be default for pictures on web
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Thanks!
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