themarkedvapor.bsky.social
@themarkedvapor.bsky.social
doing stuff in blender and godot
make a new file and try to append the contents (scene or objects) from the old file. works sometimes.
July 9, 2025 at 9:33 PM
aha, so you can manually modify lightmap data and add things to it. very interesting! i want to do the same for reusing lightmaps on array objects. did it manually in blender until now.
June 5, 2025 at 3:54 AM
how low though? that shadow looks sharp. cant be under 1k like that. or is it indirect only bake?
June 4, 2025 at 6:41 PM
nice! is it that texture lookup trick where the area shape parameter fallof thing is baked into a texture? i never understood it but it seemed like an amazing idea.
June 4, 2025 at 6:39 PM
dayumn. how this bake so fast? and its with bounces! i mean the geo is simple but still that is super fast baking
June 4, 2025 at 6:33 PM
this is a lore drop. it gives us the background information that FC=fragcoordinates, r=resolution. zero is bottom left which is not the opengl standard.
June 4, 2025 at 6:29 AM
i was experimenting with this last week, i want to split my world into chucks, with separate lightmaps for each section.

additional difficulty is to match the transitions smh
May 29, 2025 at 6:55 AM
true! i was just thinking real neons have an instant kind of pulsing flicker. but in the quake style you are going for the stylized low fps look works really well.
May 24, 2025 at 5:55 AM
nice! if you wanted realism id do a faster flicker, but since you are in the quake style the slow works well too.
May 23, 2025 at 5:58 AM
feature request for bsky: 'only people who released a game can comment'
May 21, 2025 at 12:44 PM
oooh that is super clean 👌
May 16, 2025 at 4:12 PM
ah, makes sense! i just store a xy offset for the shader, which breaks when the camera flips. but seems like you store a vector and width. propably is cleaner in the result 🤔
May 16, 2025 at 3:19 PM
which part is a billboard line? i assume the wire? so it is just a quad strip that aligns to the camera? smart!

how does it know the billboard rotation center and axis? i store that in the uvs with a geo node setup for my billboards.
May 16, 2025 at 6:03 AM
tbh i would rather have the old system back for readability, but on the other hand it has not messed up yet.
May 8, 2025 at 4:54 PM
oh nice! i was using a custom shader to mix ao into specular until now. glad it will be default now!
May 8, 2025 at 4:49 PM
the addition of SSIL also does not do a lot help here. it is good for other scenes with small scale Illumination though.
May 3, 2025 at 8:23 AM
looking at SDFGI in godot, the overall brightness of the scene is correct but the resolution is very low, and i could not find a way to give it more sample points.
May 3, 2025 at 8:22 AM
i tried different denoising and sampling settings, but when looking inside the boxes, light seems to stop one layer later than in cycles. this prevents overdarkening, but creates leaking
May 3, 2025 at 8:07 AM
the most notable downside of godots baking is light leaking. especcially under the boxes we get too much light that lacks the darkening expected from corners. this makes the boxes look floaty.
May 3, 2025 at 8:02 AM
if we crank up the settings of the LihtmapGI, we start to get a result very close to cycles. there seem to be only small differences in results. very usable. plus we will get probes and can do a directional bake. although bake time is longer than in blender.
May 3, 2025 at 7:52 AM
now, inside godot we will try the default settings. for this bounce-heavy scene, the default settings are too low. but we already can see that the overall brightness is in the correct range.
May 3, 2025 at 7:48 AM
BONUS ROUND: baking. i will be looking at the classic cornell box here. first, i will set the ground truth with cycles. when baling in cycles, we get pretty much perfect matching of the diffuse materials here. both when baking combined and when baking direct+indirect only.
May 3, 2025 at 7:47 AM
im glad it helps! maybe some of it can even be eliviated with import scripts.
May 2, 2025 at 9:47 PM
nice! lighting has so many more topics, i hope this gives you a start.
May 2, 2025 at 9:47 PM