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See this comment
https://github.com/themrdemonized/xray-monolith/commit/d7db45cabfe286d2161b23ff86550879ad9ee04d#diff-add3dda5b2d0eae9a0708a0514fb93b42ec812fd877d1ad35763d379ca0ee1b8R67
Someone sh…
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### Is your feature request related to a problem?
Having a way to place volume based fog in specific areas would be super useful when mapping. Currently we have to use a workaround with water, removi…
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### Describe the bug
WHen i launch the editor, the editor crash after few seconds or when i move the scene tab or the game tab
### To Reproduce
- Launch the editor
- Move some tabs side by s…
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I don't know if this is planned or not but that would be awesome to add localized volumetric fog.
If this is possible in rasteriser and pathtracer too ?
Maybe with a function in renderPath like S…
Cop46 updated
1 month ago
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### Tested versions
- Reproducible in 4.3.4, 4.3rc2
### System information
Godot v4.3.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 32.0.15.5612) - AMD R…
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## Bevy version
Release: 0.14.0
## Relevant system information
- OS: Linux/X11
- Browser: Firefox and Chrome
- `AdapterInfo { name: "NVIDIA GeForce GTX 980, or similar", vendor: 4318, devic…
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### Is there an existing issue for this feature request?
- [X] I have searched the existing issues
### Is your feature request related to a problem?
The exterior finish of prints with certain filam…
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I have no idea if i'm doing anything wrong but the fog in my scene isn't being occluded behind walls.
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**Bug description**
Volumetric Speed in Autospeed section is not respected and is pushing print volumetric maximum over the threshold set
**Expected behavior**
A clear and concise description o…