Remove Baking Remove Debug Remove Texture
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

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.

Beta 104
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. x users upgrade. Skip rendering when the UI element Opacity is 0.

Render 52
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). OpenXR: Add Pico controller profile ( GH-70167 ).

Beta 111
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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Import: Print a warning when importing a repeating NPOT texture in a GLES2 project ( GH-48817 ). Physics: Fix crash on debug shapes update if CollisionObject is not in tree ( GH-48974 ). was thus subject to this crash when baking lightmaps.

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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. What can it do? It's enabled and it automatically works by generating global illumination for static objects.

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Fix multiple issues that make the normal roughness texture unusable ( GH-71130 ). Import: Add vertex color support to OBJ importer ( GH-71033 ).

Beta 85
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GSoC 2022 - Progress report #1

Mircosoft Game Dev

UV2 Texel Density Debug Draw Mode. x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. This meant that the larger scenes might refuse to bake because they don't fit within the size limits of an image. Debug draw mode for texel density. Soft Shadows (merged). Introduction.