Skinned Mesh producing faint artifact with SSAO Pass
See original GitHub issueDescription of the bug
Skinned meshes cause incorrect depth calculations, that affect the SSAO pass. I suspect that the problem might be possibly in three.js itself, but I can’t know for sure, as this artifact only appears with post-processing enabled. This is more pronounced with Skinned meshes, but I actually think that it’s a depth problem in general.
To Reproduce
Use a skinned mesh (doesn’t have to be playing an animation), and when inspecting the SSAO pass by setting the blend function mode to NORMAL
, faint outlines of the base mesh can be visible.
Expected behavior
No faint outlines of the base mesh should be visible.
Screenshots
These two videos showcase well the outline issue.
Library versions used
- Three: 0.123.0
- Post Processing: 6.20.1
Desktop
- OS: Linux
- Browser Firefox 85 and Chromium 88
- Graphics hardware: AMD RX 480
Issue Analytics
- State:
- Created 3 years ago
- Comments:12 (4 by maintainers)
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Top GitHub Comments
Thanks for the help, truly! I’ll test these monday morning, thank you once again!
I think the chain should look more like this:
CustomDepthMaterial (untested)
CustomDepthPass (untested)