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rotornut44 avatar image
rotornut44 asked FlyingRaccoon commented

Specular like highlights on distant 3D trees?

I'm trying to figure out how to get rid of these white highlights that appear on my tree canopies. This happens as the distance between the tree and the camera is increased. I have tried every material setting I can think of in Blender, including adding a COMP (R: White, G: White, B: Black) and removing the normal texture. I even compared the model with some 3D pine tree models I have that work without issue, and mimicked the material settings based upon that.

Here are my current material settings:


Because I know it will come up, I have also tried it with Alpha Mode set to Masked, No Cast Shadow enabled, BSDF (Shader) instead of Principled BSDF (BSDF is default, and what I normally use), Backface Culling enabled with leaf geometry duplicated and normals inverted (So backfaces could have proper shading). flat shading vs. smooth shading, and probably a couple dozen other settings combinations.

I feel like I have exhausted everything, but maybe there is something dumb that I'm missing... Any ideas?



blend-settings.jpg (129.2 KiB)
trees-highlight1.jpg (294.1 KiB)
trees-highlight2.jpg (560.1 KiB)
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FlyingRaccoon avatar image FlyingRaccoon ♦♦ commented ·

Hello @rotornut44

Can you check you do not have the issue described here?
alpha material "shine" - MSFS DevSupport (


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rotornut44 avatar image rotornut44 FlyingRaccoon ♦♦ commented ·


That was the first thread I went to, and I have tried all of the recommendations made there. The issue appears to be different. From what I can tell, it seems to be something with lighting still reflecting off the tops of the leaves, then because of the number of polys, it just looks worse at a distance, as the model decimates and the lighting shader begins to change.

To me, it just looks like specular highlighting, but there doesn't seem to be a way to null it out.


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leaf-bright.jpg (418.1 KiB)

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FlyingRaccoon avatar image
FlyingRaccoon answered FlyingRaccoon commented

Hello @rotornut44

I think the problem comes from your albedo maps.
You're using a light color background where the alpha is set to 0 but when downsampling those maps, this light color is bleeding on your leaves.

You want to use some sort of edge padding to avoid that like in the picture below:

Try that and let us know if that solves your issue.

@Nocturne Probably something we should mention in the doc.


1654184689721.png (91.2 KiB)
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rotornut44 avatar image rotornut44 commented ·


I have generated padding for the leaf texture sheets and verified that the textures compiled correctly (Solid background, with padding and an alpha channel). However, I'm still running into the same problem. I will attach the updated DDS files in a private comment.


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