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Extremely clean graphics in #GodotEngine I'm using baked GI for indirect lighting, nested probes for reflections and parallax occlusion mapping for the materials.

23,296 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von FR3NKD
FR3NKDvor 1 Jahr

This video: Hype for no reason 🤣

Profilbild von Lucid Scientific, Inc.
Lucid Scientific, Inc.vor 1 Jahr

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Profilbild von F11 🛞
F11 🛞vor 1 Jahr

Can you edit/switch probes data in runtime? Like image a baked traffic light that gets taken down (so it looses light)

Profilbild von FR3NKD
FR3NKDvor 1 Jahr

You can set the probes to continuously update in real-time

Profilbild von solitary
solitaryvor 1 Jahr

I just wish decals supported Parallax Occlusion Mapping

Profilbild von señorDane
señorDanevor 1 Jahr

Nested probes?

Profilbild von FR3NKD
FR3NKDvor 1 Jahr

When you put a reflection probe inside another, for example the sphere has its own individual reflection probe inside it, which is set to reflect everything except the sphere obviously.

Profilbild von Devin/JetBurakku
Devin/JetBurakkuvor 1 Jahr

Would love to watch the workflow since my time is taken up from staying with a loved one in the hospital. Three months now....I miss working on projects

Profilbild von Axe Ghost. Lishwist 🌟
Axe Ghost. Lishwist 🌟vor 1 Jahr

👀

Profilbild von Sean
Seanvor 1 Jahr

Good stuff!

Profilbild von abileneken
abilenekenvor 1 Jahr

It's a great engine for most projects. The node limit has removed it from being able to be used efficiently in our project, otherwise we would be using it.

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