guerro
112 posts

guerro
@Guerro323
mmmh shaders / @unbitn Modeler/Developer
France Katılım Ağustos 2012
43 Takip Edilen103 Takipçiler

Volumetric Lightmap (aka like VoxelGI but with the same static lighting from LightmapGI)
There are no dynamic shadows nor SSAO in the video
#GodotEngine
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@solitary_ps @Atirut_W (Though I'll probably push my prototype branch to my fork way before publishing the proposal, in case one would want to test it)
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@solitary_ps @Atirut_W I'm finishing up my prototype so that I can clearly point what is possible or not in the proposal and making sure that it fit properly in the engine (as there are multiple ways to implement and use it...).
It's gonna take a bit longer as I'm currently busy on another project
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@solitary_ps @JuanManuelCos16 Though I would like to do insets (so it will work like ReflectionProbe) so you can have a big VolumetricGI node for the global ambiance and smaller nodes as insets (if you need to have detailed volumetric lighting for specific areas...)
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@solitary_ps @JuanManuelCos16 Depending on the scene, it can be larger or smaller (quite rare though).
Nature areas such as forests are a good fit for it as it can be much smaller in size than LightmapGI.
Buildings and stuff that require details would be better with LightmapGI for the size.
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@justinb75631302 Though there are issues as it's a prototype made in 2 days:
- No denoising yet
- It's limited to being attached to a lightmap (future: I would make it work like a ReflectionProbe node, so that you can place them everywhere and do insets)
- And other stuff I forgot
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@justinb75631302 - I don't notice any performance impact compared to probes (in my case it can boost performance as I can disable dynamic shadows)
- I haven't found any weird cases for now (I would have expected some light leaking but it seems invisible...)
- I hope but it will be in a far future
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@JuanManuelCos16 It should be possible, but Projector (cookie) aren't implemented in LightmapGI so that need to be in first
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@Guerro323 Hey, quick question. Would be possible to bake the cookie (I think its called diferent in Godot) from a static spotlight into the lightmap?
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@JuanManuelCos16 Yep, it does work well for trees at it removes most of the traditional lightmap texture problems!
(The left one uses lightmap while the right one uses volumetric)


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@Guerro323 Now I get it. For transparency is really cool. For trees should look amazing
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@JuanManuelCos16 Exactly, all the lighting data is projected onto each face of each voxel at baking time, that get then sampled on each pixel at runtime.
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@Guerro323 What does it means volumetric? Seems that the shadows are projected into the mesh and not baked into them?
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@GameUnionTV @Saulcava1 I plan to! I'll first need to make a proposal for it
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@Guerro323 @Saulcava1 Are you going to share the source? Looks incredible!
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