Open sietse85 opened 1 year ago
After tweaking some settings, looks like you need to enable depth-prepass in project settings for the SDFGI to work. Not sure if this is a bug or intentional design requirement that should be documented.
Also, the project in your dropbox includes both .git and .godot folders that are several hundred megabytes in size. You don't need to include them in the .zip file. After that, the .zip is small enough so you can attach it to a Github post.
@bitsawer Enabling depth-pre pass made it work. Thanks!
b.t.w. including the .git was unintentional. I will keep that in mind next time.
I think the need to enable depth pre-pass should be documented.
Reopening, as this needs to be documented or investigated (if this is a bug).
Yes it would be nice if this would be mentioned at least in the SDFGI documentation on the Godot Docs website.
Godot version
4.1.1.stable.mono.official
System information
Linux Mint (GTX 1060 - NVidia driver 535)
Issue description
The probes from SDFGI stay black and don't reflect any light. No light seems to be reflected.
Found an old similar issue here: https://github.com/godotengine/godot/issues/39969
Steps to reproduce
Open the minimal project in the editor and toggle on SDFGI probes. Also notice the pitch black shadows, and notice no light is beeing reflected by moving inside the house in the scene.
Minimal reproduction project
Dropbox link: https://www.dropbox.com/scl/fi/mro6cf8aukwmuglk7c9bq/quasargame.zip?rlkey=bo8ck0nt0vq7q7xkfar3ugcby&dl=0