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Bug
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Resolution: Unresolved
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None
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1.18.20.21 Beta, 1.18.10.21 Beta, 1.17.30.21 Beta, 1.17.20.20 Beta, 1.17.10.23 Beta, 1.17.10.21 Beta, 1.17.10.20 Beta, 1.17.0.58 Beta, 1.17.0.56 Beta, 1.17.0.54 Beta, 1.17.0.52 Beta, 1.17.0.50 Beta, 1.16.230.56 Beta, 1.16.230.54 Beta, 1.16.230.52 Beta, 1.16.230.50 Beta, 1.16.220.52 Beta, 1.16.220.51 Beta, 1.16.210, 1.16.221 Hotfix, 1.17.0, 1.18.0, 1.18.2 Hotfix, 1.19.30, 1.19.73
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None
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Confirmed
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Windows
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500929
Doors are unusually dark compared to their corresponding trapdoor and planks, leading to them standing out from walls that they have been placed into. This causes visual inconsistency that can ruin the look of select builds when Ray Tracing is turned on, as with it turned off doors have the proper brightness.
Steps to Reproduce:
- Open any world with Ray Tracing on
- Place a wall of planks (preferably Oak Planks to amplify the brightness difference)
- Replace part of the wall with the door and trapdoor of the corresponding material
Observed Results:
The door has a brightness that is considerably lower than the surrounding blocks of the same environment, and gains the proper brightness with Ray Tracing off.
Expected Results:
The doors are expected to have the same brightness as the blocks of their corresponding materials as it keeps visual consistency and is how it functions with Ray Tracing off.
You can download the PBR resource pack I used to take these screenshots and demonstrate the issue here:
https://www.mediafire.com/file/h57rneiaal0wc0b/Defined_PBR_v1.0.5.mcpack/file
- is duplicated by
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MCPE-169873 Door textures looks dark only in RTX
- Resolved