Hi, I don't know if it's a bug or some kind of change in the engine, but Universal Material with Specular type looks different in 2020.2 and up compared to 2020.1.5
2020.1.5 Universal, Specular
2020.2.X Universal, Specular
2020.1.5 Universal, Specular-GGX
2020.2.X Universal, Specular-GGX
However, Universal Material with type Diffuse and Specular Material look identical. The strange behavior applies only to Universal Material with Specular type. RTX ON/OFF does not affect the result. Nested Dielectrics are OFF.
2020.1.5 Universal, Diffuse + medium
2020.2.X Universal, Diffuse + medium
Universal Specular produces different result in 2020.2+
Hi,
This was indeed a fix for the universal material when you mix the diffuse reflection lobe with the specular transmission lobe. The problem before was that the diffuse reflection was lobe was causing some darkening when the ray exits the material from inside (2020.1).
Cheers,
Wallace
This was indeed a fix for the universal material when you mix the diffuse reflection lobe with the specular transmission lobe. The problem before was that the diffuse reflection was lobe was causing some darkening when the ray exits the material from inside (2020.1).
Cheers,
Wallace
Thanks for the clarification. Is there any chance to undo the fix or add a legacy mode? Because this fix completely killed the skin shading and works the opposite way with Medium Scattering node with negative phase. Now it began to look way darker in 2020.2, when it worked just fine in 2020.1
- linograndiotoy
- Posts: 1353
- Joined: Thu Feb 01, 2018 7:10 pm
Could you please share a simple scene showing the issue and also images showing how it was looking in previous versions? Thanks!