Closed anunknowperson closed 2 years ago
Is your model set to GI mode "baked"?
No. The same thing happens in empty projects with a couple of simple CSG models.
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.
Is there a difference between the Disabled and Dynamic bake modes when using SDFGI?
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.
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".
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.
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.
Steps to reproduce
open sample project and enable sdfgi.
Minimal reproduction project
https://github.com/Calinou/godot-sponza-4