Hi Houwizards,
Whenever I enable ANY /obj-level light in the viewport and activate "High Quality Lighting (with or without shadows)" my geometry becomes a shapeless, grainy blob like in the pictures.
-This goes for every type of light (enviroment, distant, point...).
-It is nothing relating to the shading of the geometry itself, it has no attributes on it, same problem is with any and all geometry.
-Volumes are perfectly fine and beautiful.
-Only things I changed in the viewport display settings are 3D texture - Limit resolution to 512/512/512, and volume quality settings.
-I'm on windows 11, 7950x, RTX 4090. I'm was thinking it might be GPU driver problems but I tried to rollback a whole bunch of them and nothing worked. Both gameready and studio drivers.
-Renders are fine, but lights in general in the viewport seem to be megabusted. As i rotate the distant light, the shadows on geometry have 0 correlation with what is happening with the light: https://imgur.com/a/kdusdBz [imgur.com]
Any help? Is this even intended?
Why is my "High Quality Lighting" in viewport busted
864 9 0- chilby
- Member
- 11 posts
- Joined: Oct. 2021
- Offline
- CYTE
- Member
- 679 posts
- Joined: Feb. 2017
- Offline
- chilby
- Member
- 11 posts
- Joined: Oct. 2021
- Offline
- CYTE
- Member
- 679 posts
- Joined: Feb. 2017
- Offline
- malexander
- Staff
- 5158 posts
- Joined: July 2005
- Offline
- chilby
- Member
- 11 posts
- Joined: Oct. 2021
- Offline
@CYTE - I was thinking driver issues, too, but I'm on the latest 551.23 NVIDIA Studio Driver, so I don't know, this has been an issue for a while.
@malexander - I mean, sure, here is just a scene with just a box SOP with a singular point light in the scene, and it doesn't look correct on my system (box is fully black: https://i.imgur.com/jvOU8HK.png); as I said, it happens with literally all polygonal geometry in combination with any lights. Volumes are good.
There is a strong possibility that this is intended behavior and I'm just exceedingly dumb? I don't know.
@malexander - I mean, sure, here is just a scene with just a box SOP with a singular point light in the scene, and it doesn't look correct on my system (box is fully black: https://i.imgur.com/jvOU8HK.png); as I said, it happens with literally all polygonal geometry in combination with any lights. Volumes are good.
There is a strong possibility that this is intended behavior and I'm just exceedingly dumb? I don't know.
Edited by chilby - Feb. 14, 2024 10:34:12
- Heileif
- Member
- 127 posts
- Joined: Jan. 2015
- Offline
- chilby
- Member
- 11 posts
- Joined: Oct. 2021
- Offline
- malexander
- Staff
- 5158 posts
- Joined: July 2005
- Offline
You've got Flat shading on by default, which does some odd things with HQ Lighting (the combo isn't supported). You may have done a "Save as Default" when the shading mode was set to flat. Also, Ambient Occlusion is on, which will always use HQ Lighting, even if you switch to Normal. It's a bug, though one that's fixed in the upcoming Vulkan renderer.
- chilby
- Member
- 11 posts
- Joined: Oct. 2021
- Offline
-
- Quick Links