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Glow affects gizmos #8485

Closed suptoasty closed 7 years ago

suptoasty commented 7 years ago

Operating system or device - Godot version: Linux Mint 18.1 64bit - Godot engine 3.0 Custom Build 64bit

Issue description:

When using the environment node's option for glow, the gizmos bleed along with light and other visual instances.

Steps to reproduce: 1) Add a node to the scene 2) add an environment node 3) turn on Dof Near, far, and or both 4) turn on glow 5) turn off Dof (bug occurs more when you do this step) 6) behold screenshot at 2017-04-21 18-47-26

ps: even without Dof you can still see gizmos being effected only it is not as noticeable BEFORE: screenshot at 2017-04-21 18-45-02 AFTER: screenshot at 2017-04-21 18-40-16

reduz commented 7 years ago

Yeah, glow is a screen space effect, will affect everything in the scene

Zylann commented 7 years ago

how about having a way to toggle screen-space effects in the editor viewport? (next to the default light) They most often get in the way when designing levels (depth of field and glow, mostly).

nunodonato commented 7 years ago

perhaps the View menu could be used for that. A "normal w/o effects" mode :)

reduz commented 7 years ago

You already have that option

On Apr 26, 2017 2:34 PM, "Marc" notifications@github.com wrote:

how about having a way to toggle screen-space effects in the editor viewport? They most often get in the way whem designing levels (depth of field and glow, mostly).

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reduz commented 7 years ago

Already exists

On Apr 26, 2017 8:35 PM, "Nuno Donato" notifications@github.com wrote:

perhaps the View menu could be used for that. A "normal w/o effects" mode :)

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Calinou commented 7 years ago

I don't think what @Zylann wants is available right now. There are currently four display modes:

Shadeless disables shading entirely, which is probably not what @Zylann wants – I think he wants to disable the post-process effects without disabling shading entirely.


EDIT: It exists, it's in the Viewport menu, not in the View menu.

reduz commented 7 years ago

Yes there is.. check the viewport menu, not the view menu

On Apr 26, 2017 9:13 PM, "Hugo Locurcio" notifications@github.com wrote:

I don't think what @Zylann https://github.com/Zylann wants is available right now. There are currently four display modes:

  • Normal
  • Wireframe
  • Overdraw
  • Shadeless

Shadeless disables shading entirely, which is probably not what @Zylann https://github.com/Zylann wants – I think he wants to disable the post-process effects without disabling shading entirely.

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Zylann commented 7 years ago

Oh... that? Indeed :) image Almost didn't see it in my current project xD

nunodonato commented 7 years ago

Today I learnt: there is a viewport menu!!

toger5 commented 7 years ago

I think to have a proper solution gizmos should be drawn separately (on a separate layer) and than overplayed over the rendered image.

reduz commented 7 years ago

as mentioned before, glow is applied at the last of the last steps, when the final render is blitted to the OS framebuffer, so it's not really possible.

On Wed, Jun 7, 2017 at 6:44 AM, Timo notifications@github.com wrote:

I think to have a proper solution gizmos should be drawn separately (on a separate layer) and than overplayed over the rendered image.

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toger5 commented 7 years ago

even if the gizmos would just be drawn on another control item laying over the 3d viewport (like the button in the left top corner perspective/orthographic)

Zylann commented 7 years ago

Clear gizmos on blurred DoF isn't helpful either, I just disable environment effects most of the time anyways, they are no help when designing levels. I doubt that there is absolutely no way of doing HUD overlays though... is the 3D engine that rigid?

reduz commented 7 years ago

yeah, it's for the sake of performance. Doing final compositing in one pass is very desirable.

On Wed, Jun 7, 2017 at 5:39 PM, Marc notifications@github.com wrote:

Clear gizmos on blurred DoF isn't helpful either, I just disable environment effects most of the time anyways, they are no help when designing levels. I doubt that there is absolutely no way of doing HUD overlays though... is the 3D engine that rigid?

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Zylann commented 7 years ago

I understand... but, if it's needed in a game, can environment effect exist in a subscene overlaid over the 3D one? That's typical in some 3D UIs. Or maybe you meant it includes even these in one buffer on the final screen pass, so even then you wouldn't be able to separate them...

reduz commented 7 years ago

for a regular game you can use viewports to do this stuff. Also eventually the plan is to add render layers, so this will be possible

On Wed, Jun 7, 2017 at 5:47 PM, Marc notifications@github.com wrote:

I understand... but, if it's needed in a game, can environment effect exist in a subscene overlaid over the 3D one? That's typical in some 3D UIs.

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reduz commented 7 years ago

There is really no fixing to this, you can disable environment now in individual viewports, so closing this.

toger5 commented 7 years ago

When will render layers be implemented! that would be a really good feature anyways

reduz commented 7 years ago

not until 3.1 or 3.2

On Mon, Jun 12, 2017 at 11:26 PM, Timo notifications@github.com wrote:

When will render layers be implemented! that would be a really good feature anyways

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