godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Document that SDFGI only works on meshes with their GI mode set to Baked #51133

Closed anunknowperson closed 2 years ago

anunknowperson commented 3 years ago

Godot version

4.0.dev (007b877cb)

System information

Windows 10, Vulkan Clustered, RTX 3060 Ti / GTX 1650 ti

Issue description

On my pc and laptop sdfgi still don't work on master builds. I tried clearing shader_cashe but it doesn't help. In SDFGI Cascades rendering mode, just a black screen appears. Probes are always black if ReadSkyLight = False, or just the colors of the sky.

Screenshot_1 Screenshot_2 Screenshot_3 Screenshot_4 Screenshot_5 Screenshot_6 Screenshot_7

Steps to reproduce

open sample project and enable sdfgi.

Minimal reproduction project

https://github.com/Calinou/godot-sponza-4

clayjohn commented 3 years ago

Is your model set to GI mode "baked"?

anunknowperson commented 3 years ago

No. Screenshot_12 The same thing happens in empty projects with a couple of simple CSG models.

mrjustaguy commented 3 years ago

No wonder it isn't working. all models must be set to baked if they are to be creating GI. Dynamic objects only Get GI, but they don't contribute to it.

Calinou commented 3 years ago

Is there a difference between the Disabled and Dynamic bake modes when using SDFGI?

mrjustaguy commented 3 years ago

In theory I think so. Currently, I'm not sure if Dynamic objects get GI contributions from SDFGI, but Disabled shouldn't get any afaik.

clayjohn commented 3 years ago

Flagging for documentation. This issue has been posted multiple times because it isn't clear to users that the GI Mode needs to be set to "Baked".

Calinou commented 2 years ago

This is now documented in the class reference, and the default GI mode is now Static (formerly Baked). Closing.

The revamp of the global illumination documentation I'm working on will also mention this on the SDFGI page.