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@newincpp Does this happen with mesh compression disabled in the Import dock, or with mesh LOD disabled (Disable LOD debug draw mode in the 3D viewport's perspective menu)?
@JosefBhm3 @passivestar_ Clearcoat in Godot works as a second specular lobe layer, so it only takes direct lights' reflections into account, not reflection probes or VoxelGI/SDFGI.
I'm not really sure what a second layer of indirect reflections would look like anyway. Do you have any example images?
@JamesVoid5 It's not, as stochastic techniques pretty much require the use of TAA or a (slow) denoising algorithm to clear out the noise. Ideally, you'd use both at the same time to minimize visible noise during fast moments or at lower framerates.
@KaziiTheAvali@StayAtHomeDev Not that I know of, but it should be feasible to create an add-on that creates ownerless nodes in a `tool` script to draw visual representations of collision shapes.
@DmytroJDS@passivestar_ Client-side decorations are already available in Godot, but only for macOS. Support for other platforms is planned at some point in the future: https://t.co/SvC8mAmEH5
@RYStorm@passivestar_ All id Tech (and therefore GoldSrc/Source) level design is outside-in, while all Unreal Engine 1-3 level design is inside-out. There isn't a strictly better approach though, it's mostly personal preference.
Godot's CSG make both approaches possible since you can invert faces.
@MV_Raffa@julienduroure@passivestar_@Blender That might be a good topic for a proposal. I can find an old one but it already seems to be implemented for MeshInstance according to the above replies: https://t.co/9kg290Z8rq
@passivestar_ This means that dynamic objects that are marked as static would start casting baked shadows, which can be an issue for those in the prototyping stage.
In a polished project, you should mark your dynamic objects, but I think this will be the source of many support questions.
@passivestar_ I'm not sure what it'd take to restore this behavior in Godot 4 (the new lightmapper has nothing in common with the 3.x one). Also, doing so would negatively impact usability since meshes are now marked as static by default.
@ZacheryDew@reduzio@Microsoft Direct3D 12 has native HDR support (Vulkan needs to present through DXGI), lower input lag out of the box (also needs DXGI for Vulkan) and generally works better on Intel GPUs on Windows (due to Vulkan driver bugs).
@schr0tt@ZacheryDew@reduzio@Microsoft The Direct3D 12 feature level required by Godot is identical to the level of Vulkan support required. Outside of ARM devices which don't have native Vulkan support, there are no GPUs that have the sufficient D3D12 feature level support while not supporting Vulkan.
@baconandgames @godotengine To my knowledge, reStructuredText doesn't have an actively maintained WYSIWYG editor. This is mostly because people in technical spaces prefer using markup over WYSIWYG editors. The output can be much cleaner and the source file is human-readable, unlike HTML.
@baconandgames @godotengine You need to upload files to the repository to reference them as images/videos, unless you hotlink files from an external website (which is unreliable over time).