Godot Version
Godot 4.6.1 (Just updated. Issue not present in 4.4)
Question
Hi, I’m wondering what could be the cause of this weird specular error I’m seeing on my material. The hole changes in size depending on the camera’s distance to the mesh and vanishes entirely for a while when continuously zooming out, until it reappears again at greater distance. This happens in editor and at runtime.
I’ve fiddled with a lot of sliders and I can remove it at the cost of removing the texture’s specularity (not desired as it is supposed to be water), or by reducing the sun’s energy…
However, reducing the sun’s energy creates another problem which is that the sun turns grey below 3.0. It still lights the scene normally, it just looks dull and grey. It’s albedo is set to a near-white yellow. There is no volumetric fog or fog turned on.
I was hoping someone could explain to me either why my texture specularity looks to have a hole in it, or why my sun is grey. Either one would probably solve my problem!
Thanks

