Substrate - Feedback Thread

Hi @SebHillaire,

This isn’t exactly feedback, but I wanted to ask if you have considered looking into Filtering after Shading while working on improving physical rendering.

Upsides:

  • It more closely resembles the ground truth representation of glossy surfaces at steep angles and during texture magnification.
  • It eliminates artifacts typically occurring during metal masking.
  • No more pre-multiplying of alpha for transparent surfaces.
  • Implementation into Unreal is relatively straightforward, as Unreal already uses a temporal index for TAA and TSR.

Downsides:

  • Some aliasing artifacts can occur with texture magnification (stairstepping).

I love to hear your thoughts on the matter,

Cheers
Laurens