ReflectionProbe causing blue artifacts
Asked Answered
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Hello everyone,

I'm in the process of making the switch over to Godot 3.5 from Unity (as I'm sure many are), and I'm impressed with how quickly I've made progress already. This is the only real issue I've run across so far in the past few days, and would love assistance with it since I can't seem to find anything about it by searching.

Anyone know what would cause this? I've narrowed it down to the ReflectionProbe as everything is perfect when it is disabled. When enabled, in the editor, everything looks fine. It also works fine at runtime if the Update Mode is set to Always (Slow) (it shows blue for just a second, then corrects itself). But if I change it to Once (Fast), then I get these strange blue artifacts in the reflections and it doesn't correct itself.

With Update Mode set to Once (Fast)

With Update Mode set to Always (Slow)

Update: I have a GIProbe with a similar position/size as the ReflectionProbe, and disabling that also fixes the issue. The problem only exists with both of them enabled.

Thanks in advance!

Marmoreal answered 25/8, 2022 at 4:25 Comment(0)
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Sky color? See if tweaking your Environment node affects it.

Wordbook answered 25/8, 2022 at 6:50 Comment(0)
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Wordbook Good suggestion, but no luck. I'm using a WorldEnvironment with a ProceduralSky and changed the color to red, but still getting the blue hue in the reflections. 🤷‍♂️

Additionally, this is how the issue looks after I've disabled every light in the scene (which is kind of cool, but definitely wrong). I think the small bands of red are an artifact of the JPEG compression, so ignore those.

If I turn off the ReflectionProbe or GIProbe with the lights disabled, then it is completely pitch black (which is expected).

Update: You might be right though. I moved/resized the GIProbe so it didn't extend outside of the walls, and now it seems to be working correctly.

Marmoreal answered 25/8, 2022 at 7:16 Comment(0)
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Marmoreal Update: You might be right though. I moved/resized the GIProbe so it didn't extend outside of the walls, and now it seems to be working correctly.

Well, it might be from the initial state of the sky, which perhaps only gets changed according to the Environment node properties after the initialization. I'm not 100% certain or anything. I do have a little bit of a sense of déjà vu though. Some months ago someone else might have been dealing with a similar issue...

Wordbook answered 25/8, 2022 at 9:14 Comment(0)
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Make sure the probe box fully encloses all the geometry. It should be slightly larger than the room. And make sure to enable "interior". You almost always want "update once" because doing reflections in real time is very slow, and SSR is faster for real time (you can use both at the same time). Enabling "box projection" is better for rooms. You can also adjust the ambient color to match the room better.

Spindlelegs answered 25/8, 2022 at 12:31 Comment(0)
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Spindlelegs These are exactly the settings I have already been using. When the GIProbe extends past the geometry even slightly, it is creating the artifacts shown, and that is with Interior, Update Once, Box Projection, and SSR enabled. I expected setting Internal to automatically solve this problem since it seems like it shouldn't take environment into account, but the problem remains. The only solution I have at the moment is to shrink the GIProbe to be slightly smaller than the room geometry.

Marmoreal answered 25/8, 2022 at 16:21 Comment(0)

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