Alpha-blended bodies, clothing and solid prims are lit flatter and brighter than opaque ones #1419

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opened 2026-11-04 02:44:02 +00:00 by TheSlowly · 0 comments
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Surfaces set to alpha blending are lit by the forward pass, which has no ambient occlusion, a single hard sun ray instead of the denoised RT shadow mask, no ray-traced projector shadows, no SSR, and GI only from the coarse radiance cache.

A lot of content uses alpha blending while being solid almost everywhere (a texture with an alpha channel defaults to it): mesh bodies, clothing, prims. Next to the same content set to alpha mask, it looks flatter and brighter: no AO in creases or under the arms, different shadow edges.

Expected: the solid parts of a blended surface are lit like an opaque surface; only the soft edges and the genuinely translucent parts blend.

Surfaces set to alpha blending are lit by the forward pass, which has no ambient occlusion, a single hard sun ray instead of the denoised RT shadow mask, no ray-traced projector shadows, no SSR, and GI only from the coarse radiance cache. A lot of content uses alpha blending while being solid almost everywhere (a texture with an alpha channel defaults to it): mesh bodies, clothing, prims. Next to the same content set to alpha mask, it looks flatter and brighter: no AO in creases or under the arms, different shadow edges. Expected: the solid parts of a blended surface are lit like an opaque surface; only the soft edges and the genuinely translucent parts blend.
TheSlowly added this to the Slipstream project 2026-11-04 02:44:02 +00:00
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sky_line/Slipstream#1419
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