Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
5.0.0b14
Issue ID
650503
Regression
No
Reflection from point light doesn't look natural for shader's different smoothness levels
1) What happened
Reflection from point light doesn't look natural for all shader's smoothness levels
2) How can we reproduce it using the example you attached
1. Create point light and a plane with default shader on it (or use attached project)
2. Change smoothness of shader attached to the plane (gradually from 0 to 1)
---> Reflection changes from none (expected for rough) to a quite large light spot for middle values of smoothness (still can be). But then it gets smaller and finally almost disappears for values near 1. This isn't a natural behaviour - size of reflection should depend on the actual light-source size. It can't be huge for one level of smoothness and tiny for another. It will vary a bit because of spread of light on semi-smooth surface, but not that much.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Editor crashes on StoredGraphicsBuffer::GetGfxBufferID when VFX Graph property is modified during Play Mode and Application.targetFrameRate is used to limit FPS
- Crash on NVAPI_Thunk when changing Player resolution while HDR display is used and Direct3D12 is set as the graphics API
- Only one out of multiple cameras is shown in the Play Mode while HDR display is used and Direct3D12 is set as the graphics API
- The "Paste Component as New" option is incorrectly displayed as active despite the action being prohibited
- "TLS Allocator ALLOC_TEMP_TLS" errors are thrown when unsuccessfully importing an FBX file
Zicandar
May 12, 2015 15:22
Actually this behavior is "correct" in the sense that it matches with how a BRDF model works.
However what other engines have done to solve it is to have a light radius. (Note that radius != range).
And then change incoming angle and normalize the strength based on the radius. It allows lights to be larger then a tiny dot on smooth surfaces.