sorry :D
even if we solve the vertex painting workflow you'd still ideally need proper modeling tools if you want to be making levels in engine without a DCC like blender or trenchbroom. the way I see it for now we're stuck with two apps anyway, adding vertex painting to godot won't change that much
Posts by passivestar
why do it when you get better control over what happens to vertex color if you vertex paint in blender? if modified reimported geometry changes vertex indices you lose what you painted in godot
not mine, post literally starts with a tag! 😂
@adriaan.games has been cooking a better godot runbar:
- cleaner ui by default
- custom run presets for different scenes and run params (buttons in the optional right panel)
- includes embedding options that were previously separate
maybe it's time for a UI for creating custom menus in blender now that 5.1 assigns operator names to node tools
"somehow 4.5 returned"
dragged into blender and screenshotted the viewport. dof is affinity photo filter
alright lets see what nvidia is up to
did you mean ultra quality?
it's not enough 😂
needs object motion blur otherwise it looks like ducks start flying up in the second part of the video 😄
who is lilly
should I work on godot or should I make a game in it
idk but people like when I post pictures with balls in them 🌝
yeah neither of them work well for interiors in my experience. there's no gi in that video
this is not raytracing, this is linearly transformed cosines
also there's no SSR or reflection probes in the video, reflections on the floor are specular lobes from area lights
mbp m1 max
haven't measured to tell exactly but fps feels decent on my laptop. I think it should run fine on most hardware
no, this is not raytracing
EVERYBODY STAY CALM! we have realtime area lights in godot, I REPEAT, AREA LIGHTS IN GODOT, this is not a drill 🚨 🗣️
Kenney be out there inventing the most kawaii shit you've ever seen
can't believe they forgot bevy!! 🥀💔
It's a good point, I know that the team is pretty aware of the maintenance cost and they try not to merge code if there's no way for it to be maintained. It's the case with i.e Jolt.
With raytracing PRs will probably be opened by godot rendering contributors and not nvidia themselves, we'll see
just to clarify, raytracing is not something that only nvidia is interested in adding, adding raytracing to godot has been brought up by Juan before, a lot of people in the community want it and godot team itself wants it, it's even on the priorities page:
godotengine.org/priorities/#...
If it runs better on some gpu at expense of smth else - yeah. But here you either have the feature or you dont. I'm not sure what the concern is about
i.e I care more about lightmaps than realtime GI, so I open/test those PRs, but it doesn't make the engine worse for those who don't use lightmaps
It's a popular opinion. But you don't expect nvidia to open ux prs right? Obviously they want to sell cards, but them having their own incentives doesn't diminish what they contribute to open-source. It doesn't have to serve all art styles to be of value to a general-purpose game engine