This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Allows collisions against the physics world. Additionally, a 3D vector field texture can be provided for use with vector fields generated in Maya or other tools. Baked SDF Collision. Still, for complex interiors, creating all the collisions with boxes and spheres can be a hassle. Less flexible. from interiors.
Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. It must be pre-baked for dynamic scenario geometry, but it offers support for full dynamic lights and dynamic objects. Implement the new version of the Godot SVO-based Light Baker. Implement post process effects: DOF Blur, Bloom and Tone Mapping.
Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. Multiple fixes to one-way collisions (new in beta 6). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Minimap support in GraphEdit.
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Multiple fixes to one-way collisions. GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ).
Ignore support for S3TC texture compression on Android and iOS devices in GLES3 (already done since 3.4 The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). for GLES2).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Fixes a lot of issues with KinematicBody collisions at the intersection between meshes when using Bullet.
Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty. With Shelly's keen eye for detail (and impressive modeling and texturing skills), she's been able to capture exactly that with her new and improved crystal models.
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes.
Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Both indirect light and voxel reflections are provided by this technique. Still, Godot 3.0
Use baked lightmaps instead. In particular, it solves a major pain point for new Godot users by no longer offering scaling handles for collision shapes, but letting you directly change their size instead. Additionally, a noise texture can now be used as a resource, which generates noise on the fly. GIProbes of course don't work.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content