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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.
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). This is handled nowadays by a type of technology called “streaming”. Mesh streaming : Models are loaded as low detail (few vertices).
No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. This does not let you use SVGs directly as 2D meshes yet, but it's on the roadmap for future releases. It's also very easy to use.
As always, please remember that we are a not-for-profit organization dedicated to providing the world with the best possible free and open source game technology. Use baked lightmaps instead. Godot now supports 2D meshes , which can be used from code or converted from sprites to avoid drawing large transparent areas.
It’s the same as with any new technological development. They won the Technology and Engineering Emmy® award for excellence and engineering creativity. As with any new software development or technology, there’s going to be a learning curve. You have to pay for extra plug-ins to export, for example, FBX meshes out of an engine.
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