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Description
Tested versions
System information
Godot v4.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31.0.21902.5) - 12th Gen Intel(R) Core(TM) i5-12400 (12 Threads)
Issue description
I often place emissive meshes near other geometry (e.g. TV screens), which makes the following artifacts apparent:

The artifacts seem to arise from the denoiser step, as the un-denoised results (taken without the denoiser option) look similar enough:

While the denoised results show the artifacting (or perhaps, the lack of reducing the noise?):

I've only taken the topmost part of the directional lightmap file, but the other parts exhibit similar artifacting. Even though the example images were taken with a non-normal-mapped mesh, the result with a normal map is the same (you can try it out by using wall_mat instead of flat_mat inside the MRP).
This seems related to the introduction of the JNLM denoiser (#81659), as going back to OIDN inside the same 4.2 version produces this result:

Moving the emissive mesh a bit away (usually 1 m distance is enough) makes the artifacts disappear:


Steps to reproduce
- Create two meshes set up for LightmapGI, one of them emissive
- Position the emissive object close to the other mesh (less than 50 cm away, the closer the more noticeable)
- Activate LightmapGI's
directionaloption and bake lightmaps
Minimal reproduction project (MRP)
The main scene test-dir-denois contains the other scenes dir and non-dir, both of which have their own LightmapGI instance.