High contrast, reflective, grainy foliage.

I have an issue with foliage, where it looks decent when looking at the side that’s lit, but the unlit side looks terrible. I’ve included some images to show you all what’s happening. It would be great if I could get a response. I’ve already tried configuring everything about the matierial, including the shading model, roughness, and albedo, but nothing works.
Thanks.


I forgot to add this, I’m using ray traced shadows, global illumination, and reflections.

The unlit side normally uses sub surface scattering.

Historically, thats one of the absolute worse rendering bits of the engine (Along with metal/reflections).

You can try and play with the sub surf settings, or to adjust the two sided foliage material specifically for it;

But long story short, its half baked into the foliage USF and you don’t have all that much control (In characters/skeletal meshes its even worse because the way it is applied is fully dependent on the model itself without the color maps you feed in to offset things working correctly).

Though, I have to suggest…
Given you are in ray tracing, it may be best to get and build a custom engine off the Nvidia distros to get anything worth looking at.
They usually clean up a bunch of the rendering pipeline, even if the engines they release are a couple versions behind.

As far as sub surf settings go, a dedicated texture ends up usually working best.

Thanks a lot, I’ll try some of those things out. I really appreciate that you took this time to respond to my post.

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