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Ambient Occlusion/Ambient Light Turns Color of Focused Light #370

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M1dnight-ofcl opened this issue Dec 14, 2024 · 7 comments
Open

Ambient Occlusion/Ambient Light Turns Color of Focused Light #370

M1dnight-ofcl opened this issue Dec 14, 2024 · 7 comments
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bug Something isn't working

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@M1dnight-ofcl
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Bug Description

So, whenever I look at a block with a glow, it will change all the ambient occlusion or ambient light to the color as well. I can provide an export of my settings, but whenever I look at the block it will do this. When I look away it won't. This is one of my only flaws with these shaders.

Describe how to reproduce the bug

You can reproduce it by writing this to a .txt and loading it as shaders settings:

#Sat Dec 14 13:27:10 EST 2024
AEROCHROME_PINKNESS=0.4
AO_Strength=3.0
BIOME_TINT_WATER=true
BLOOMY_PARTICLES=true
BorderFog=false
CLOUDS_QUALITY=0.65
COLOR_GRADING_ENABLED=true
CONTRAST=0.85
CROSSTALK=0.28
DISTANT_HORIZONS_SHADOWMAP=true
DOF_QUALITY=4
DoF_Adaptation_Speed=2.05
EMISSIVE_TYPE=2
EXPOSURE_MULTIPLIER=0.95
GI_Strength=1.3
HIGHLIGHTS_GRADE_B=1.3
HIGHLIGHTS_GRADE_G=1.1
HIGHLIGHTS_GRADE_R=1.2
HYPER_DETAILED_WAVES=true
JITTER_STRENGTH=0.9
LARGE_WAVE_DISPLACEMENT=true
LOWER_CURVE=-0.3
LPV_ENABLED=true
LPV_NORMAL_STRENGTH=55
LPV_SATURATION=110
LPV_SIZE=8
LPV_TINT_SATURATION=120
LPV_VL_FOG_ILLUMINATION=true
LUMINANCE_CURVE=true
MIDS_GRADE_B=1.1
MIDS_GRADE_MUL=0.9
MIDS_GRADE_R=1.1
MISC_BLOCK_SSS=true
MOB_SSS=true
MOTION_BLUR=true
POM=true
Porosity=true
Rough_reflections=true
SATURATION=-0.06
SELECT_BOX_COL_B=1.0
SELECT_BOX_COL_G=1.0
SELECT_BOX_COL_R=1.0
SHADOWS_GRADE_B=1.2
SHADOWS_GRADE_MUL=0.9
SHADOWS_GRADE_R=0.8
SHARPENING=0.15
SKY_CONTRIBUTION_IN_SSRT=true
SSS_TYPE=2
Screen_Space_Reflections=true
Sky_reflection=true
Specular_Reflections=true
TONEMAP=Full_Reinhard_Edit
TRANSLUCENT_COLORED_SHADOWS=true
UPPER_CURVE=0.3
USE_ACES_COLORSPACE_APPROXIMATION=true
aperture=0.65
focal=3.4
indirect_effect=4
shadowDistance=256.0
shadowMapResolution=1024
sun_illuminance=60000.0

If this also helps, I'm using Sodium 6.0 Beta 2, Indium 1.0.35, Iris 1.8.0, Sodium Extra 0.6.0 Beta 3, Bobby 5.2.4 Beta 3, and Distant Horizons 2.2.1

Demonstration

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This may be a feature for all I know that I js have to disable. Please help

@M1dnight-ofcl M1dnight-ofcl added the bug Something isn't working label Dec 14, 2024
@X0nk
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X0nk commented Dec 14, 2024

set GI_Strength back to default (1.0). in hindsight i shouldnt have made this setting lol.
the SSGI works sampling the previous frames color to get the color is should be for casted/bounced light in the scene, it includes the completed lighting in it so it works good. however, the SSGI is also in the previous frames scene, so it can go into a feedback loop and make itself get brighter and brighter with each frame if SSGI color is brighter than normal

@M1dnight-ofcl
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Thank you! I thought that it GI Strength would js overall make the illumination brighter. I didn't know it would do that lol

@M1dnight-ofcl
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I js tested it. It's still there, but not as strong
image
image

@M1dnight-ofcl
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image
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It also likes to illuminate areas that should be dark. I'll try resetting to default settings to see if its js me

@M1dnight-ofcl
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Even with the reset, this seems like an SSGI problem, since it doesn't occur with SSAO
image

@M1dnight-ofcl
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Seems like an SSGI Error. Switched to RTAO and it's completely gone.

@X0nk
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X0nk commented Dec 15, 2024

rtao has no bounced light so yeah. i dont recommend SSGI anyway, its terrible and noisy as hell. its mostly there for screenshotters

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