We seem to have an issue using Anisotropy and it causing strange artefacts in rendering
We are creating velvet effect materials and came across this issue.
We first spotted it on Mac OS both on chrome and safari and the problem is worse still on mac but it’s also on windows.
Problems
small dots appear on the material (Mac only)
artefacts appear where more condensed geometry areas (windows and Mac but worse on mac)
I’ve tested on safari MacOS11.3.1 / Safari 14.1 and I didn’t spot anything strange to me.
Are you using webgl1 or 2?
Can you share some screenshots with highlighted rendering glitches?
yes we are using webGL2
this appears also on ios devices also, iPad and iPhone which is WebGL 1.0 (if I am not mistaken) but seems this is not directly related to the version or os but is worse on mac os for sure
Here is a video showing the issues Anisotropy Issues
I was talking but must have had the microphone input disabled but I think the video still shows everything. I show it first in our app environment and then in the playground at the end.
Our production app is still running 4.10 but in the playground, it is the same on 4.2 and 4.10 anyway
My particular mac is an M1 chip but as I said its also on windows 10 and chrome and ios devices
As you said, the issue is more visible on MacOS but visible as well on Chrome, Edge and Firefox on Windows.
Setting anistropic intensity to 0 and the black pixels are still visible.
I checked rendered normals and it seems fine.
Removing the anisotropic texture doesn’t fix it.
But I’ve also found that enabling Realtime filtering fixes the rendering. Any idea what can be the cause @sebavan@Evgeni_Popov ?
@mimeeq3d_neal I guess you use an IBL texture, can you provide its link ?
Indeed, your uvs are very closed to each others in the areas that exhibit the problems and there’s not enough precision to compute a sensible tangent vector. As a workaround, you could try to provide your own tangents with the model geometry, in addition to the position/uv.
Here’s a closup with the tangents displayed on the right:
We can see in this PG that enabling Realtime filtering does not fix the problem, it only changes a bit the colors on the left, but the right part remains the same.
We tried a few things on this and came to the conclusion of using real-time filtering which was added in 4.2 does stop the behavioural problem, be it that it reduces the shimmer/falloff effect more than we would like but we feel it the easiest and most suitable resolution in this case… thank you all for the help and messages. @Evgeni_Popov@Cedric