Comments (6)
I made a post processing bloom using a c# script that samples the scene texture and it can look like the first video, when the intensity is set to high. So maybe there is some issue with sampling?
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Perhaps. I'm not very familiar with graphic algorithms. I don't like it being this way. There is also a strange yellow shade that increases and gradually turns to white color. I was testing the PostFXVolume switch and accidentally discovered this issue. So I experimented with DDGI settings and shot it on videos. It should work so that On/Off PostFXVolume gradually changes values, according to what is set there, without these strange graphic issues.
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In the last video, DDGI is turned off in PostFXVolume and it works, so it's definitely a DDGI issue. But maybe there is a link to other shaders in DDGI, so the problem can also be in another connected shader. Because as I looked a bit, Mafi also uses links to other shaders in the code. It definitely needs to be looked into in more detail and should be done by someone with knowledge about coded shaders, which I don't have.
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Do you have any other shaders attached to your Bloom?
DDGI.hlsl file have these:
#include "./Flax/Common.hlsl"
#include "./Flax/Math.hlsl"
#include "./Flax/Octahedral.hlsl"
DDGI.shader file have these:
#include "./Flax/Common.hlsl"
#include "./Flax/Math.hlsl"
#include "./Flax/Quaternion.hlsl"
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
#include "./Flax/GI/DDGI.hlsl"
If you have any of these shaders connected to your Bloom, then this issue could be somewhere there, maybe.
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Just the #include "./Flax/Common.hlsl"
, but what the script does is generate the pure bloom texture. The bloom itself then gets applied with a custom material in the post processing volume. So maybe it's a bug with the volume itself.
Edit: I should also add, that the intensity for the bloom gets applied in the material within the post process volume.
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Using Bounce Intensity with 1.5
means that each light bounce will get 50% additional more light which is physically inaccurate and will always flood such room with brightness. In general, smaller values like 1.1
will improve GI bounce without hurting lighting calculations. This slider is especially important since DDGI uses Global Surface Atlas which is inaccurate (software tracing, not hardware raytracing) and sometimes leaves black spots in world representation (due to no information about surface color/properties) so adding a little GI boost helps to mitigate it. Of course it can be used to reduce GI boost in certain scenes.
If you want to boost GI without this light explosion, then use Intensity
under GI
section.
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