PBR normals get cutoff. Specular workflow doesn't.

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PBR normals get cutoff. Specular workflow doesn't.

Postby Senseless » Tue Feb 16, 2021 2:58 am

I've noticed an issue with PBR materials -- I made a simple brick texture with the normal map suggesting each brick is angled a bit off.
At sharp angles, or if the normal map is strong enough, light on PBR materials just seems to get culled at a certain point. This doesn't happen with specular+normal materials.

This happens on both vulkan and OpenGL, with up-to-date graphics drivers, on the latest official build.

OS: Win 10
GPU: AMD rx590 8gb
CPU: Ryzen r5 2600x
Spoiler:
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Senseless
 
Joined: 30 Mar 2018
Discord: Senseless#4225
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: PBR normals get cutoff. Specular workflow doesn't.

Postby Darkcrafter » Sat Feb 20, 2021 9:15 pm

I could test the same scene with my GTX 1060 3gb if you don't mind to share it.
Darkcrafter
 
Joined: 23 Sep 2017
Location: Southern Russia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support


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