lisyarus,
@lisyarus@mastodon.gamedev.place avatar

Another weird raytracing bug! The black patches on the border are expected - these are artifacts due to having an extremely low-poly metallic surface with interpolated normals.

The white circles, however, are probably some funny floating-point business

vethanis,
@vethanis@mastodon.gamedev.place avatar

@lisyarus Are you offsetting your ray start position by the (flat, non shaded) geometry normal * epsilon?

That's the usual solution to self shadowing acne artifacts at least.

For translucent materials you have to swap the sign of this bias based on the sign of dot(geomNormal, bsdfRay).

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@vethanis Yep, I'm doing that!

vethanis,
@vethanis@mastodon.gamedev.place avatar

@lisyarus
Does changing the roughness improve or worsen the effect? If so, it would suggest precision loss somewhere in the BSDF.
Dividing by a variable less than 2^-23 is the usual suspect.

An rng bug could maybe introduce patterns, too, but most likely the BSDF.

I tend to reject sampling pdfs below 1e-6 since it will likely introduce either a firefly or +inf

lisyarus,
@lisyarus@mastodon.gamedev.place avatar

@vethanis It was the roughness, yep! I increased the minimal roughness value from 0.02 to 0.05 and it did the trick.

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