Godot Rendering Comparison Global Illumination [noGI/VoxelGI/SDFGI]

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  • Опубликовано: 22 авг 2024

Комментарии • 7

  • @colourfulgrey145
    @colourfulgrey145 9 месяцев назад +5

    I had no idea Signed Distance Fields could be used for Global Illumination. That's awesome!!

    • @tutortomato
      @tutortomato  9 месяцев назад +1

      It is good,but need more. Improvement,light leaking,blockiness and kinda slow.

  • @syntaxed2
    @syntaxed2 9 месяцев назад +6

    Well, for someone who just impled shadow mapping in own engine and its looking like shit... These both look amazing, especially the shadows.

    • @Ankhaz
      @Ankhaz 7 месяцев назад

      Wouldn’t it be possible to port the techniques over to your own engine? I mean, Godot is open-source

  • @prathamreddyzindabad9176
    @prathamreddyzindabad9176 9 месяцев назад +5

    Sdfgi looks darker and blocky

    • @tutortomato
      @tutortomato  9 месяцев назад +4

      You really need to adjust the hell out of the default settings to get better result.
      Sdfgi more darker and blocky...the blockiness will not go away even at high settings...voxel is much nicer and clean...but it still has problem with reflection look off.

    • @surplusking2425
      @surplusking2425 29 дней назад +1

      @@tutortomato Should use ambient occlusion to get a better result