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I have a friend who's been trying to go all-in on Godot but decided recently to switch over to something else, largely due to ongoing issues with its lighting s
by reanimus 5y ago
I have a friend who's been trying to go all-in on Godot but decided recently to switch over to something else, largely due to ongoing issues with its lighting system. When toying with it, he encountered poor lighting overall and some particularly counterintuitive behavior with the (rather simplistic) lighting system.
For example, a simple scene with a wall intersecting the floor and a light placed on one side. In this scenario, you get weird light spilling around the edge onto the vertex where the wall meets the ground (see [0] and [1]). There's also poor handling of multiple light sources; if you cast a shadow and place a light directly on top of the shadow area, it's impossible to displace the shadow (see [2]). These sorts of things are very noticeable, and part of the recent work that they've just released was supposed to address this. However, these examples came from the most recent release, which made my friend begin considering other options with more robust lighting.
[0] https://imgur.com/rsxjV5u https://imgur.com/rsxjV5u
[1] https://imgur.com/kOzKQnL https://imgur.com/kOzKQnL
[2] https://imgur.com/NH9ZViP https://imgur.com/NH9ZViP
- prox 5y agoYeah, the light system is problematic, and I believe pancaking is a real problem for shadows for instance. Carinou mentions some work arounds in the subreddit. Godot 4 should see a lot better results.
- nextaccountic 5y ago> Carinou mentions some work arounds in the subreddit. I can't find it, do you have a link?
- prox 5y agohttps://www.reddit.com/r/godot/comments/9p0adp/could_shadows_be_tweaked_to_connect_better_by/ https://www.reddit.com/r/godot/comments/9p0adp/could_shadows... https://www.reddit.com/r/godot/comments/p9hl5y/directional_light_shadows_are_awful_no_matter/ https://www.reddit.com/r/godot/comments/p9hl5y/directional_l... https://www.reddit.com/r/godot/comments/oa75ej/shadows_in_3d_are_super_problematic/ https://www.reddit.com/r/godot/comments/oa75ej/shadows_in_3d... Last link is the one I read, but the others might help you as well. It’s Calinou btw, always write his name wrong.
- kvark 5y agoHow is Godot4 going to improve this?
- smoldesu 5y agoProbably by dropping support for older OpenGL versions and pushing for Vulkan on as many platforms as possible. The extra performance overhead will enable all the fancy effects you're probably thinking about, like bloom, accurate AO, subsurface scattering and screen-space reflection.
- kvark 5y agoAh ok. I thought that the techniques of dealing with shadow issues aren't always requiring new API capabilities, so it seemed strange that something would be blocked on Vulkan.