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Final Gathering Artefacts

Discussion in 'Global Illumination' started by KRGraphics, Jan 27, 2015.

  1. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,458
    Hey guys...

    I have been putting final gather through its paces and though I really love how great it makes my scene look, I have found some pretty nasty issues when it comes rendering a scene as simple as a Cornell Box. In the following shots, you see the harsh line that forms even with a high ray count. Also mixed mode is still virtually useless and Realtime model, though good, still renders the static objects with realtime shadows...

    Also, final gather needs colour bleeding everywhere... no reason why that is not present.

    It is also filed as a bug case 661542 (http://fogbugz.unity3d.com/default.asp?661542_sr2s7v488nlmpta9)

    Screenshot 2015-01-27 15.39.52.png Screenshot 2015-01-27 15.42.56.png Screenshot 2015-01-27 15.39.52.png Screenshot 2015-01-27 15.42.56.png Screenshot 2015-01-27 15.43.59.png Screenshot 2015-01-27 16.33.18.png
     
  2. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,458
    I think I found the culprit... luminous polygons will cause these artefacts... so if you can help it, set emissives to realtime.

    EDIT: I take it back... something is really off about this :(
     
    Last edited: Jan 27, 2015