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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). Lightmapping is a very cheap operation, so it should run fine even on low end mobile. First of all, you need to make sure your meshes have an UV2 layer. How does it look?

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). Mesh streaming : Models are loaded as low detail (few vertices). Mesh resource for each pass of the particle.

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Cocos Creator 3.7.1 Released

Cocos

(engine#14218) [XR] AR engine module update Fix shadowmap lowp with huawei and reflection probe brightness (engine#14058) Fix shader compilation error with the new version of lightmap (engine#14071) Fix unsynchronized model data issue when adding lod levels dynamically (engine#14054) Fix the issue that lod is not working properly when forced to use (..)

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Maintenance release: Godot 3.3.2

Mircosoft Game Dev

Notably, Windows users could experience crashes when baking lightmaps. Import: glTF: Improved error handling around invalid images and invalid meshes ( GH-48904 , GH-48912 ). was thus subject to this crash when baking lightmaps. A few regressions made their way among the many bug fixes of 3.3.1, API documentation updates.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately.

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GSoC 2022 - Progress report #1

Mircosoft Game Dev

x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image. I modified the implementation to allow saving the lightmap atlas as multiple images if it doesn't fit inside a single image.

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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.