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{F9930929} {F9930928}{F9930904} {F9930903} {F9930911} {F9930910}**System Information** Operating system: Windows-10 Graphics card: GeForce GTX 960M **Blender Version** Broken: version: 2.93.0 Alpha, branch: master, commit date: 2021-04-10 16:36, hash: `rBed5507de8a25` Worked: (newest version of Blender that worked as expected) **Short description of error** With Metallic objects, New Screenspace reflections and AO implementation (or another cause or bug is maybe the reason) creates over-darkening and unexpected results (when there is a metallic object) that can also be seen on Specular Light Pass from viewport passes as well as just by looking at a metallic object in combined pass **Exact steps for others to reproduce the error** Create a plane without adding or changing its material and scale by 5 and move -1 (down) Edit the material of default cube and make metallic value 1 to make it metal Change viewport shading settings to not use scene world and use forest HDRI and maximize world opacity and remove blur Then in viewport go to specular light pass on camera view for example Go to properties and render evee post processing settings then first activate ambient occlusion and it will make it everything over-dark (observe) then second activate screenspace reflections and it will make everything dark on specular light pass (observe) Also Go to combined pass of viewport- the metal cube will have strange dark shadows and darker reflections due when u use AO+SSR !! Compare this with 2.92.0 and there specular light pass is working properly and metal cube doesnt have strange over-dark look etc. when AO and SSR is active
**System Information** Operating system: Windows-10 Graphics card: GeForce GTX 960M **Blender Version** Broken: version: 2.93.0 Alpha, branch: master, commit date: 2021-04-10 16:36, hash: `rBed5507de8a25` Worked: (newest version of Blender that worked as expected) **Short description of error** With Metallic objects, New Screenspace reflections and AO implementation (or another cause or bug is maybe the reason) creates over-darkening and unexpected results (when there is a metallic object) that can also be seen on Specular Light Pass from viewport passes as well as just by looking at a metallic object in combined pass |{F9930929}|{F9930928} |{F9930904}|{F9930903} |{F9930911}|{F9930910} **Exact steps for others to reproduce the error** - Open attached file or: - Create a plane without adding or changing its material and scale by 5 and move -1 (down) - Edit the material of default cube and set metallic value to 1 - Ensure viewport shading settings do not use scene world but use the forest HDRI and maximize world opacity and remove blur - Then in Render Pass set the Specular Light pass for example - Go to properties and first activate ambient occlusion - (it will make it everything over-dark) - then second activate screenspace reflections and - (it will make everything dark on specular light pass) - Also Go to combined pass of viewport- the metal cube will have strange dark shadows and darker reflections due when u use AO+SSR !! Compare this with 2.92.0 and there specular light pass is working properly and metal cube doesnt have strange over-dark look etc. when AO and SSR is active {F9935142}
{F9930929} {F9930928}{F9930904} {F9930903} {F9930911} {F9930910}
**System Information** Operating system: Windows-10 Graphics card: GeForce GTX 960M **Blender Version** Broken: version: 2.93.0 Alpha, branch: master, commit date: 2021-04-10 16:36, hash: `rBed5507de8a25` Worked: (newest version of Blender that worked as expected) **Short description of error** With Metallic objects, New Screenspace reflections and AO implementation (or another cause or bug is maybe the reason) creates over-darkening and unexpected results (when there is a metallic object) that can also be seen on Specular Light Pass from viewport passes as well as just by looking at a metallic object in combined pass
|{F9930929}|{F9930928} |{F9930904}|{F9930903} |{F9930911}|{F9930910}
**Exact steps for others to reproduce the error**
Create a plane without adding or changing its material and scale by 5 and move -1 (down)
- Open attached file or:
Edit the material of default cube and make metallic value 1 to make it metal
- Create a plane without adding or changing its material and scale by 5 and move -1 (down)
Change viewport shading settings to not use scene world and use forest HDRI
- Edit the material of default cube
and
maximize world opacity and remove blur
set metallic value to 1
Then in
- Ensure
viewport
go to specular light pass on camera view for example
shading settings do not use scene world but use the forest HDRI and maximize world opacity and remove blur
Go to properties and render evee post processing settings
- Then in Render Pass set the Specular Light pass for example
then
- Go to properties and
first activate ambient occlusion
and it
- (it
will make it everything over-dark
(observe
)
-
then second activate screenspace reflections and
- (
it will make everything dark on specular light pass
(observe
)
-
Also Go to combined pass of viewport- the metal cube will have strange dark shadows and darker reflections due when u use AO+SSR !! Compare this with 2.92.0 and there specular light pass is working properly and metal cube doesnt have strange over-dark look etc. when AO and SSR is active
{F9935142}
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