Postprocessing and MeshPhysicalMaterial transmission rendering issue in HalfFloat type #430
Unanswered
epouliquen
asked this question in
Q&A
Replies: 1 comment
-
Continued in #431 |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hi,
it seems any MeshPhysicalMaterial using transmission has rendering issue when HDR image is seen in refraction : It creates "burning" artifacts.
This appears only when the effectcomposer type is in HalfFloat or Float types. But using none of these types, refraction is ok but everything else has banding.
I don't understand why this happens because reading Three js Renderers sources show that they use Halfloat type texture for refraction renderTarget...
The issue happens for any kinf of effect pass of the postprocessing lib (except RenderPass) (I've tried with saturation, SSAO, ToneMapping etc).
Please try this codesandbox to reproduce burning artifacts : https://codesandbox.io/s/halffloat-transmission-issue-2j3hr7?file=/src/index.js
Beta Was this translation helpful? Give feedback.
All reactions