For some reason, I'm getting sharp contrasts on surfaces, even though the geometry is perfect, it's quads, no weird issues, etc. but for some reason the light is causing sharp contrasts on round surfaces... I don't know why.
It happens with regular omni lights as well, in this scene I'm using a standard direct light.
Post edited by Chris2005 on
AMD Ryzen 9 5900X Gigabyte RTX 3080 Gaming OC 12GB 1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD 32 GB RAM Windows 11 Pro
so when did you notice this? have you changed any settings recently?
I've noticed it before, but I've never really gave it much thought until now.
Aside from enabling gamma correction, no. This issue is present even without gamma correction. Even if I apply a regular material, no textures, etc. just a solid material, the light effects the same way. The geometry is fine, no weird geometry, etc. it's pretty much all quads.
Ambient Occlusion renders render out fine, no sharp contrasts on curved surfaces. If I turn off all the lights and do a purely GI render, it looks fine as well.
AMD Ryzen 9 5900X Gigabyte RTX 3080 Gaming OC 12GB 1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD 32 GB RAM Windows 11 Pro
does this only happen when you render this model? or does it happen with other models too
This is the only model I can recall off hand that has this problem and only when using the specular textures... if I turn the specular off on each material, the light/shadow transition also looks fine.
AMD Ryzen 9 5900X Gigabyte RTX 3080 Gaming OC 12GB 1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD 32 GB RAM Windows 11 Pro
Um.....stupid question here, maybe I've been doing 3D too long to realize why it's happening, but why would turning off the spec in the light have improved the shadow harshness? Did the Contrast in the Advanced Effects get turned up? Probably some crappy max scanline fakery going on that caused it.
Um.....stupid question here, maybe I've been doing 3D too long to realize why it's happening, but why would turning off the spec in the light have improved the shadow harshness? Did the Contrast in the Advanced Effects get turned up? Probably some crappy max scanline fakery going on that caused it.
ordinarily it wouldn't
I don't know what was wrong specifically with the specular lighting, but I could tell from the render that it was the spec hit looking sharp and not the diffuse, which is why I suggested to turn off the spec only to confirm this
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The renders are the same way. The viewport is almost exactly how the lighting looks in rendering, though, not quite as sharp as that.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
I've noticed it before, but I've never really gave it much thought until now.
Aside from enabling gamma correction, no. This issue is present even without gamma correction. Even if I apply a regular material, no textures, etc. just a solid material, the light effects the same way. The geometry is fine, no weird geometry, etc. it's pretty much all quads.
Ambient Occlusion renders render out fine, no sharp contrasts on curved surfaces. If I turn off all the lights and do a purely GI render, it looks fine as well.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
With the specular turned off, the transition from light to dark is far smoother.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
This is the only model I can recall off hand that has this problem and only when using the specular textures... if I turn the specular off on each material, the light/shadow transition also looks fine.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
check the shaders
fin
I didn't know until I just checked, lol. I'm using standard Blinn materials.
I got the specular hit softened up a bit, it's looking much better now.
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
I don't know what was wrong specifically with the specular lighting, but I could tell from the render that it was the spec hit looking sharp and not the diffuse, which is why I suggested to turn off the spec only to confirm this