-
Notifications
You must be signed in to change notification settings - Fork 92
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Distortions based on the angle #13
Comments
Those are artifacts related to the reflection angle. Use Eye Fade Start and Eye Fade End to hide them. Eye Fade Start is the Z value of the reflection angle where reflections start to fade out and Eye Fade End is the Z value of the reflection angle where reflections are completely invisible. |
What eye fade start/end values did you use for these? |
Start: 0.5, End: 0.8 It's less appreciable now, but still visible. My thinking on this is that a reflection must not distort, regardless of the angle; if you raymarch a pixel, you sample that pixel, if no, just no contribute. Then you can fade these edges to make less noticeable that you cannot sample reflection on some areas, but not to hide distortions that shouldn't be there. |
I managed to hide similar artifacts by adding an angle-based fading to SSR.shader fragment code
it fades out ssr based on squared cos of the angle between view direction and surface normal |
When the reflected ray angle is greater than 90º, and being increased as it comes close to 180º, the reflections start to distort (they grow infinitely on the reflecting surface).
If you bump (a lot) pixel stride, the ploblem is less appreciable, but still noticieable, and you lose a lot of quality, so is not a good workaround.
If you bump ssr downsample, surprisingly the problem is less appreciable too, but not a feasible solution.
Screens:
With a reflected angle of ~ 160º
With a sightly lower angle
As you can see there are also some artifacts, but could be related to the issue.
Here are my settings (Tweaking them doesn't alter the issue, excepting those I said above)
I'm using a lot of iterations and low pixel stride because it introduces a lot of artifacts in my specific case.
Using latest code from master 253e08f
Thank you so much for the amazing work.
The text was updated successfully, but these errors were encountered: