Conversation

Friday 28 at 5pm CET we will discuss SDFGI implementation in Godot with interested rendering devs who want to learn/give feedback to improve it! Send a me DM for call link if you want to join! Here are the SDFGI slides to see before if it interests you:
Replying to
SDFGI has been quite unpredictable and inconsistent for me (lighting significantly changes with nothing but the camera moving), so it's nice to see improvements being talked about!
1
2
Replying to
This is normal with cascaded GI solutions and, although it will be improved a lot, it can still continue to happen. You have to design your game/level around this and use cascade sizes that match.
2
3
Show replies
Replying to
I've only started playing with it the last few days (beta 3), impressed so far. Two things that stuck out: - Moving static objects in editor often requires turning SDFGI off/on to refresh cascades. - Unshadowed lights treated as shadowed by SDFGI (extra checkbox could be good?).
Replying to
Hi Juan, are you able to give more info on how the solid/emissive/albedo maps are created? I'm not sure on the step to go from 2D rasterized images of the scene to a 3D texture of voxels. Is Voxelization the technique used here?