NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
[Runtime Bug]: Transluscent shader not behaving correctly until clip distance is small.
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Description
Describe the bug
While in the runtime, transluscent shader materials behave differently after 1.0.0
They will behave as mostly opaque until the camera flies extremely close to them, then they will start to look like they do in the Remix Toolkit.
How do you reproduce the bug?
Setup a material to be a high IOR transluscent material, IOR of 3 or 4 etc.
Add the diffuse as a transmission material.
Note it's appearance in the toolkit.
Load up the runtime and view the object.
Now move the camera extremely close to the object and notice the correct rendering clip inward.
What is the expected behavior?
The runtime should render the correct translucence at all distances from the camera as it did before the 1.0.0 updates
Version
1.0.0
Logs
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Crash dumps
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Media
Upon pulling the camera away from the object:
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue in the runtime with a high-IOR translucent material using the diffuse as a transmission material, then compare it with the Remix Toolkit at different camera distances. Done means the runtime renders the expected translucence consistently without requiring the camera to move extremely close.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100