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Environment "Glow" should be put before the "Tonemap" #101497

@EaryChow

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@EaryChow

Tested versions

Tested on a Godot 4.4 nightly build I downloaded yesterday (Jan 12 2025)

System information

Godot v4.4.dev (5b52b4b) - Windows 11 (build 22631) - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 Laptop GPU (NVIDIA; 32.0.15.6109) - 11th Gen Intel(R) Core(TM) i5-11400H @ 2.70GHz (12 threads)

Issue description

I saw the AgX PR(#87260) has been merged, so I decided to download Godot for the first time and take a look. I downloaded this demo scene: https://github.com/perfoon/Abandoned-Spaceship-Godot-Demo

Here is what I see:

Image

It looks to me that the "Glow" effect is being put after the Image Formation (or view transform or tonemap), while it should be put to before. A rule of thumb is that any processing that can generate Open Domain (higher than 1.0) values need to be put to pre-formation (or pre-tonemapping), this is why the entire Blender compositor is before the view transform. Godot is not putting the Image formation/view transform/tone mapping at the end of these processings, which causes this problem. I feel the need to report this. You might also want to check whether there are other similar issues with other settings apart from fixing this.

Steps to reproduce

  1. Open this demo project: https://github.com/perfoon/Abandoned-Spaceship-Godot-Demo
  2. Select the WorldEnvironment, in the inspector, change the "Tonemap" setting to AgX
  3. See how a clipping issue that shouldn't be there when AgX is enabled remains
  4. Disable the "Glow", see how the issue disappears.

Minimal reproduction project (MRP)

N/A

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