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Improve 3D global illumination demo (4.0) #758

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Calinou
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@Calinou Calinou commented Jul 15, 2022

Follow-up to #718.

  • Readd LightmapGI example.
  • Allow toggling between the Once and Always update modes for the ReflectionProbe.
  • Add a Decal node to act as a blob shadow for dynamic objects.
  • Halve SSAO intensity for a better apperance in the demo's flat, bright surfaces.
  • Halve ambient light sky contribution when using the disabled or lightmap-based GI modes. This prevents the level's shaded areas from looking too bright and blue (with lightmaps, this change only affects dynamic objects.)
  • Enable FXAA and debanding for a better appearance.

@Calinou Calinou force-pushed the improve-global-illumination-demo branch 2 times, most recently from 28afe52 to 2a226f9 Compare July 15, 2022 18:41
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@adamscott adamscott left a comment

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Good job. Seems fine to me.

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I don't think the it's the demo's fault, but it kept happening on some GI modes.

Capture.video.du.2022-11-24.20.34.31.webm

@Calinou Calinou changed the title Improve 3D global illumination demo Improve 3D global illumination demo (4.0) Dec 26, 2022
@Calinou Calinou force-pushed the improve-global-illumination-demo branch from 2a226f9 to a86cfa1 Compare January 17, 2023 21:58
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Calinou commented Jan 17, 2023

Rebased and tested again on 4.0.beta13, it works as expected.

I also made an additional cosmetic change:

  • Halve ambient light sky contribution when using the disabled or lightmap-based GI modes. This prevents the level's shaded areas from looking too bright and blue (with lightmaps, this change only affects dynamic objects.)

I don't think the it's the demo's fault, but it kept happening on some GI modes.

This is an engine issue, which I can reproduce on https://github.com/Calinou/godot-sponza's 4.0-dev branch too. It occurs whenever the LightmapGI node's origin is not in the camera frustum (overly aggressive culling). I think it was reported on GitHub but I can't find the issue right now.

Edit: Issue opened: godotengine/godot#71585

- Readd LightmapGI example.
- Allow toggling between the Once and Always update modes for the
  ReflectionProbe.
- Add a Decal node to act as a blob shadow for dynamic objects.
- Halve SSAO intensity for a better apperance in the demo's flat,
  bright surfaces.
- Halve ambient light sky contribution when using the disabled
  or lightmap-based GI modes. This prevents the level's shaded areas
  from looking too bright and blue (with lightmaps, this change only
  affects dynamic objects.)
- Enable FXAA and debanding for a better appearance.
@Calinou Calinou force-pushed the improve-global-illumination-demo branch from a86cfa1 to c22732e Compare January 18, 2023 06:35
@aaronfranke aaronfranke added this to the 4.0 milestone Jan 22, 2023
@akien-mga akien-mga merged commit b89af52 into godotengine:4.0-dev Feb 8, 2023
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Thanks!

@Calinou Calinou deleted the improve-global-illumination-demo branch February 8, 2023 14:45
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4 participants