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Default spatial material has too extreme parameters #27082
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The upside of having the roughness set to 1 by default is that it works out of the box when you define a roughness texture, which isn't the case with values below 1. (Perhaps roughness could be set to 1 when assigning a roughness texture, but that automatic change might be overlooked by people.) Could someone make a few screenshots of the default material (and proposed change for comparison) in various situations with different skies? 🙂 |
Calinou mentioned concerns that setting the Abedo texture then results in a darkened model if the default material is not white. If the user sets an Albedo texture, in most cases the user would not want the material to have a color. So maybe the material color could automatically be set to while when the user assigns an Albedo texture (which a checkbox somewhere to allow the user to disable this auto-behaviour)? |
@golddotasksquestions By default, SSAO is only visible in indirect lighting. I guess the screenshot set the had the Light Affect property set above 0, which makes it visible in direct lighting as well (the default is 0). |
The fallback material in Edit: See also #62756, which proposes putting the roughness value back to 1.0 (and metallic back to 0.0). |
I think that the default values of the spatial material are a bit too extreme.
Sice Godot uses PBR they should also be somewhat physically correct. Currently it uses a perfectly diffuse material (roughness 1.0) with a color that reflects all incoming light (albedo 1.0, 1.0, 1.0) which both are not very realistic.
I think a medium to high roughness material (0.5 to 0.8) should be used with a gray to light gray albedo (around 0.5 to 0.8 aswell).
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