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Lumberyard Bistro Reference Scene #74965

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@WickedInsignia

Description

@WickedInsignia

Godot version

4.0 Stable

System information

Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x

Issue description

This is the Lumberyard Bistro scene ported to Godot. All assets and textures were manually ported rather than a direct FBX import, since all other versions out in the wild seem to have issues (such as inverted normal maps) and the quality of each asset has been checked to ensure they are displayed as intended.
This is intended to showcase a AAA lighting scenario for the engine, hopefully as a testing ground for the 4.x SDFGI improvements. This scene is NOT intended as a performance benchmark and should not be used to assess Godot's performance since only the most cursory optimizations have been made.
GodotEngine4Bistro_Screenshot08_15March2023

As per the Godot Garden, this has been submitted to Issues for public access but feel free to move it to somewhere more appropriate.

Essential Info:

  • Physical light units with accurate values are used for all lights. This was intended to ensure a consistent lighting environment with minimum artistic direction.
  • The scene has been scaled for an average game-oriented human figure of 1.8 meters tall.
  • Some adjustments have been made since Godot engine is a very different engine to Lumberyard. The file made available online is also missing some features present in the 2017 GDC demo (such as heightmaps, decals, and blend textures.)
  • Meshes have been split into sections for easier scene management, with all origins set to the center of the world to ensure their placement was exact.
  • All lights are offered but since streetlights and spotlights are an accurate brightness, a very dark sky and high exposure must be used to simulate night lighting.
  • To use night lighting, ensure that both Spotlight_Glass_Emissive and Streetlight_Bulb materials have their emission active.
  • Use the Camera Attributes attached to the Environment node to change exposure.
  • For maximum graphical quality turn on SDFGI, SSIL, SSAO, Glow and Volumetric Fog.

Changes:

  • All normal maps were converted to OpenGL and have been provided as PNGs.
  • Roughness/Metallic maps were included but not used in most cases, since they provided no info beyond a single colour. Instead, Roughness on most materials has been set to 0.73 to match the roughness provided by the maps.
  • Roughness has been set to 0.37 for the green and cyan wood materials as an artistic decision. They should be 0.73 for accuracy to the original file.
  • Weighted face normals were fixed on some models.
  • Duplicate materials (such as Grain_Metal, which was identical to Black_Metal) were mitigated.
  • Some auto LODs were a bit over-active and have been adjusted on some complex models.
  • A roughness map was generated for the Exterior_Glass material.

Use is subject to the Lumberyard Bistro license agreement (Creative Commons CC-BY 4.0)

Steps to reproduce

N/A

Minimal reproduction project

Get the project file HERE.

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