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Realtime GI Issue

Discussion in 'Global Illumination' started by Chilla_Desu, Mar 26, 2015.

  1. Chilla_Desu

    Chilla_Desu

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    Anyone knows what's going on and how to fix this? Screenshot_1.png Screenshot_1.png
     
    minhdaubu2 likes this.
  2. Chilla_Desu

    Chilla_Desu

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  3. AcidArrow

    AcidArrow

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    Switching to HDR usually helps (if you aren't already)

    Other than that, it's a decoding/encoding issue that they haven't fixed (yet?).
     
  4. Chilla_Desu

    Chilla_Desu

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    I have my HDR turned on. I'm also facing some light bleeding issue and can't find any solution to that either.
     
  5. AcidArrow

    AcidArrow

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    Bleeding could be more solvable if you care to share more details and screens.
     
  6. Chilla_Desu

    Chilla_Desu

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  7. Chilla_Desu

    Chilla_Desu

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    This can be fixed by increasing realtime resolution value, but is there any other way to fix it?
     
  8. AcidArrow

    AcidArrow

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    Maybe instead of Default - High Settings you could make your own settings and up the irradiance value a bit? Because I'm also seeing a general splotchiness.
     
  9. KEngelstoft

    KEngelstoft

    Unity Technologies

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    Hi! We are aware of this issue and we have bug report in our database already. I don't have the solution yet - it is likely some precision or quantization in the realtime GI lighting.
     
    srmojuze and minhdaubu2 like this.
  10. minhdaubu2

    minhdaubu2

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    Yeah! this light leaking issue had drived me mad for sometime....
     
  11. srmojuze

    srmojuze

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    I'm finding setting Irradiance Budget and Irradiance Quality in the middle of the slider and not pushing Precompute Resolution beyond 5 helps "patchiness" issues.
     
  12. srmojuze

    srmojuze

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    I find pushing Precompute Resolution to 8, 10, 15 causes more "patchiness" even with Irradiance Budget and Irradiance Quality in the middle of the slider...Could be related to the bug? FWIW.