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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 views • 1 year ago •via X (Twitter)

11 Comments

FR3NKD's profile picture
FR3NKD1 year ago

This video: Hype for no reason 🤣

Lucid Scientific, Inc.'s profile picture
Lucid Scientific, Inc.1 year ago

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F11 🛞's profile picture
F11 🛞1 year ago

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

FR3NKD's profile picture
FR3NKD1 year ago

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

solitary's profile picture
solitary1 year ago

I just wish decals supported Parallax Occlusion Mapping

señorDane's profile picture
señorDane1 year ago

Nested probes?

FR3NKD's profile picture
FR3NKD1 year ago

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.

Devin/JetBurakku's profile picture
Devin/JetBurakku1 year ago

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

Axe Ghost. Lishwist 🌟's profile picture
Axe Ghost. Lishwist 🌟1 year ago

👀

Sean's profile picture
Sean1 year ago

Good stuff!

abileneken's profile picture
abileneken1 year ago

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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