@HorrorUntitled the fact that this is giving me a FUEL vibe even if the car is a mod, idk if it's the "scale" of things or just the vibe of Asobo Studio but I want to launch the game right now π
Been working on a full node-based PCG tool for Godot 4!
Forked the original FlowNode project and expanded it into a much more complete visual generation framework: β’ 110+ custom nodes β’ Interactive 3D debugging/analysis β’ Subgraphs + loops β’ Mesh & spline sampling β’ New UI β’ Tons more
Basically bringing AAA-style visual PCG workflows into Godot 4 without heavy scripting.
GitHub: https://t.co/r1ze19djAc
#GodotEngine #Godot4 #GameDev #IndieDev #ProceduralGeneration #PCG #ToolsDev #GameDevelopment #OpenSource #LevelDesign
@CSMajor67 You can bake a map with lightmapgi and use lpv, sdf or voxel gi on top but you will end up with 2 gi. If you're asking for baking the lpv it's not possible, just like sdfgi
Most of the flickering caused by the sun's rotation has been fixed ! all that's left is a slight flicker when the GI aabb follow the active camera.
I'll send a video later but in the meantime enjoy these screenshots (no cascades yet so the GI is on a uniform grid (~5mΒ³ blocks))
@estocman Since the cell size is calculated based on the area size there's no diff in perf in small area compare to large one, but rather a difference in resolution/accuracy
@tonyblu331 SSGI is a screen space technique unlike LPV which are in sun space.
SSGI is still applied in the video just like SSAO (to fill the small gaps and prevent any leaks), but they have practically nothing in common and do not serve the same purpose. LPV are closer to VoxelGI or SDFGI
I also got sick of opening photoshop to create dials. so here is https://t.co/HQ1TJEWAb5 where you can create your own. Save presets. Export as png/svg.
have fun
Most of the flickering caused by the sun's rotation has been fixed ! all that's left is a slight flicker when the GI aabb follow the active camera.
I'll send a video later but in the meantime enjoy these screenshots (no cascades yet so the GI is on a uniform grid (~5mΒ³ blocks))
Testing LPVGI on Lumberyard Bistro after Crytek Sponza.
Can't wait for the cascades to be implemented so they cover both distant objects and nearby/small ones. But aside from a bit of flickering in shadowed areas when the sun move, it works pretty well !