Glow light bugs (bright spots) flickers on surfaces when moving camera?

Godot Version

4.5, but more intensive in 4.6

Question

Does anyone knows why I these horrible light spots shows up all over the place when moving the camera? And any proper way to prevent it?

From what I found out:

  • This seems to be related to the glow as it only happens when it is enabled.
  • Tonemapping doesn’t help either.
    It still happens even with no lights (only environment)
  • When glow is enabled, it seems any walls will give this weird effect.

The strangest thing is, is that it only happens when the arms mesh is visible. Which has a metallic value of 0.7.

The wall material doesn’t seem to matter. It happens when specular is at 0 and at 1. Or roughness at 0 or 1.

So… high metallic materials bugs the lights if glow is enabled?

Did you manage to solve this issue? I have the exact same problem (just less often than you). I assume what is happening is that in the shader calculations some pixels get very high color values that cause the glow effect to kick in. But I can’t find anything in the shader.

It was actually the Decal node that I had that was interfering with the glow in the world environment when the fade is set to 0.0.

And it only happened because I manually set the lower fade to 0 in the inspector. Which set the value to 0.0000.

When you drag and pull it to the side, the minimum value is actually 0.00004 (but it shows as 0.0000 in the inspector).

You can see how the line changes even though both values displays as 0.
I guess the minimum is 0.001 for a reason.

So this was most likely just a bug on an edge case, which is why we don’t see many people complaining about it.

Thanks for your answer. Glad to see that you figured it out. I managed to also replicate the bright spots by setting the fade on decals to 0. Maybe you could open an issue on the Godot GitHub. Weirdly enough, I don’t have a decal in my scene, yet I still have bright spots pop up from time to time. Maybe it’s the fading on a shader or something.