You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Feb 28, 2024. It is now read-only.
Buildings in this image have stark ambient occlusion lines. I'm not sure why, but if I had to stab a guess at it, Ambient Occlusion seems to be being calculated / drawn in a way where the falloff equation isn't being done right. Not in the same manner of 'incorrect' as the lights, but it's not right either. This is leading to these disturbingly dark AO patches in what should be a normal scene of a foggy street.
What were you doing when it happened?
Pointing my camera at literally anything in SL with EEP on and seeing if there's any problems.
What were you expecting to happen instead?
Ambient Occlusion is an effect that is due to the light in a corner bouncing between the two ( or three ) planes that make up the corner, and having a difficulty escaping. This is simulated, and not actually calculated in non-raytrace based real time rendering calculations, but for some odd reason the compositing / intensity or falloff of the effect in this particular case is not correct. Interestingly enough, Horizon Haze seems to be affecting this correctly, making the effect lighter as it disappears into the distance, yet "Haze Density" suddenly makes AO tremendously dark relative to the rest of the scene, in a similar fashion of how it affects the horizon line. Something with the Haze Density algorithm is just completely incorrect.
Other information
EEP is not ready to release.
I've not gone to great lengths to find these issues. I literally opened up the EEP viewer, pointed my camera at the nearest thing and started reporting bugs.
[EEP] Ambient Occlusion gets weird when Haze Density is set to a non-zero value.
Type
Bug
Priority
Unset
Status
Closed
Resolution
Cannot Reproduce
Labels
whirly-eep
Created at
2019-08-28T16:20:43Z
Updated at
2020-06-15T15:23:16Z
{
'Build Id': 'unset',
'Business Unit': ['Platform'],
'Date of First Response': '2019-09-02T11:05:46.790-0500',
"Is there anything you'd like to add?": "EEP is not ready to release.\r\n\r\nI've not gone to great lengths to find these issues. I literally opened up the EEP viewer, pointed my camera at the nearest thing and started reporting bugs.",
'ReOpened Count': 0.0,
'Severity': 'Unset',
'System': 'SL Viewer',
'Target Viewer Version': 'viewer-development',
'What just happened?': "Buildings in this image have stark ambient occlusion lines. I'm not sure why, but if I had to stab a guess at it, Ambient Occlusion seems to be being calculated / drawn in a way where the falloff equation isn't being done right. Not in the same manner of 'incorrect' as the lights, but it's not right either. This is leading to these disturbingly dark AO patches in what should be a normal scene of a foggy street.",
'What were you doing when it happened?': "Pointing my camera at literally anything in SL with EEP on and seeing if there's any problems.",
'What were you expecting to happen instead?': 'Ambient Occlusion is an effect that is due to the light in a corner bouncing between the two ( or three ) planes that make up the corner, and having a difficulty escaping. This is simulated, and not actually calculated in non-raytrace based real time rendering calculations, but for some odd reason the compositing / intensity or falloff of the effect in this particular case is not correct. Interestingly enough, Horizon Haze seems to be affecting this correctly, making the effect lighter as it disappears into the distance, yet "Haze Density" suddenly makes AO tremendously dark relative to the rest of the scene, in a similar fashion of how it affects the horizon line. Something with the Haze Density algorithm is just completely incorrect.',
}
The text was updated successfully, but these errors were encountered:
Needs more info.
Please provide the About Second Life info in the Environment field.
Please share the Sky setting that repros this bug with Dan Linden and Alexa Linden.
Dan Linden commented at 2019-10-16T05:35:41Z, updated at 2019-10-16T05:37:53Z
I cannot reproduce this bug. If it still occurs, please reopen or file a new bug and include the About Second Life info and provide an EEP Setting that demonstrates the bug.
What just happened?
Buildings in this image have stark ambient occlusion lines. I'm not sure why, but if I had to stab a guess at it, Ambient Occlusion seems to be being calculated / drawn in a way where the falloff equation isn't being done right. Not in the same manner of 'incorrect' as the lights, but it's not right either. This is leading to these disturbingly dark AO patches in what should be a normal scene of a foggy street.
What were you doing when it happened?
Pointing my camera at literally anything in SL with EEP on and seeing if there's any problems.
What were you expecting to happen instead?
Ambient Occlusion is an effect that is due to the light in a corner bouncing between the two ( or three ) planes that make up the corner, and having a difficulty escaping. This is simulated, and not actually calculated in non-raytrace based real time rendering calculations, but for some odd reason the compositing / intensity or falloff of the effect in this particular case is not correct. Interestingly enough, Horizon Haze seems to be affecting this correctly, making the effect lighter as it disappears into the distance, yet "Haze Density" suddenly makes AO tremendously dark relative to the rest of the scene, in a similar fashion of how it affects the horizon line. Something with the Haze Density algorithm is just completely incorrect.
Other information
EEP is not ready to release.
I've not gone to great lengths to find these issues. I literally opened up the EEP viewer, pointed my camera at the nearest thing and started reporting bugs.
Attachments
Links
Related
Original Jira Fields
The text was updated successfully, but these errors were encountered: