PBR material texture artifacting
tracked
Shits Lit
I've become aware of a texture rendering issue that impacts textures when on a face. It's not so much an issue that only impacts PBR textures, but it is exponentially worse and makes certain designs as mastered in Substance unusable as PBR.
I'm not enough of a rendering brain to understand what is going on here, but it's my belief this is not correct and is a bug. I hope that this will get in front of the right people to be evaluated and hopefully fixed.
This is being demonstrated with a 0-25% gray bi-linear gradient, however anything that uses color and gradients near this will exhibit the same obvious defects. A single example using real-world art is included for reference.
Texture UUIDs
- Dark gradient lossy: cac83520-08b2-500f-b683-1ede13d4e052
- Dark gradient lossless: bd66f42c-6b56-780e-c183-3307151f8292
Raw files, non-anotated screenshots, and sample items shown are available upon request but I don't think they will be necessary.
As I was sharing this around with creator friends moments before submitting this I was made aware this may be or have been a known bug, and can be alleviated entirely on the material side by setting the alpha mode selector to blended. Masked and opaque do still exhibit the shown issues. This made me frown. There is no alpha channel on the textures shown.
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Cynos3D Resident
I have also run into this issue recently while experimenting with PBR materials, it is rather severly affecting the raw linear maps used in the ORM composite textures, particularly noticeable on the roughness map as large swaths of what should otherwise be a somewhat continual transition are turning into solid banding all throughout the greyscale gradiation. This is particularly problematic with 8bit PNG's and affects TGA's differently, but the result is still quite drastic.
If it helps to pinpoint the issue, here are my general specs
CPU: Ryzen 9 5900X
GPU: RTX3090
32Gb DDR4
NVME SSD
Gigabit+ internet
I've attached some test screenshots taken last night showing the effect its having on roughness maps.
2 kinds of gradients showing off the issue
2 screenshots of the same material, the first in substance, the 2nd in SL with local texture.
Cynos3D Resident
To clarify the result of the 1st screenshot, this is what the gradient roughness map looks like. Smoother from the top left to rougher to the bottom right. This lets you get a closer up view of the issue. Otherwise a simple black to white gradient plugged into the roughness channel will give you the results on the right.
observeur Resident
I reported the same thing a few months ago indeed.
Atlas Linden
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tracked
Thanks for the detailed report, Tornado!
We are aware of this issue but given the helpful info you've provided, I've imported this as an updated bug report here: https://github.com/secondlife/viewer/issues/3716
Previous report: https://github.com/secondlife/jira-archive/issues/11795