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Add a page on physical light units #6390

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merged 1 commit into from
Nov 21, 2022

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Calinou
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@Calinou Calinou commented Nov 17, 2022

This page could feature a few more images, but it's a good start for documenting the setup process already.

See #5121.

@Calinou Calinou added enhancement content:new page Issues and PRs related to creation of new documentation pages for new or undocumented features topic:rendering labels Nov 17, 2022
@Calinou Calinou force-pushed the add-physical-light-units branch 2 times, most recently from 5f9974e to 09b069e Compare November 17, 2022 15:59
Comment on lines 48 to 50
Since physical light and camera units only require a handful of calculations to
handle unit conversion, enabling them doesn't have any noticeable performance
impact.
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@Calinou Calinou Nov 17, 2022

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In my experience, this is technically not true, as depth of field is enforced when CameraAttributesPhysical is used. Is there a way to disable depth of field entirely when using CameraAttributesPhysical?

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There isn't a way to force disable DoF in CameraAttributesPhysical right now. It is enabled/disabled automatically based on the parameters used

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@Calinou Calinou Nov 17, 2022

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There isn't a way to force disable DoF in CameraAttributesPhysical right now. It is enabled/disabled automatically based on the parameters used

I suppose this could be implemented as part of godotengine/godot-proposals#5229.

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This is amazing work so far! I added some notes and suggestions, but this is already very close to being ready.

My apologies for not getting the blog post ready in time, I was really hoping it would be helpful for you in preparing this.

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tutorials/3d/physical_light_and_camera_units.rst Outdated Show resolved Hide resolved
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Amazing work! This looks good to me

@akien-mga akien-mga merged commit eae90ba into godotengine:master Nov 21, 2022
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Thanks!

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3 participants