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SDFGI doesn't support dynamic objects yet. This would need to be added, and you'd have to make objects dynamic for it to work on those objects.
For static objects in the editor, the SDFGI data could be invalidated when a change is made in the editor after a certain amount of time with no changes has passed (debouncing). This would require godotengine/godot-proposals#7741 to be implemented first.
Full invalidation could also be performed automatically after a long operation in the editor, such as a 3D scene being reimported, VoxelGI bake or LightmapGI bake. #86267 makes computing cascades much faster, so it should be more affordable to do so in the future.
Thanks for your explaining. Is there currently a plan on this, for example, planned for 4.x?
A SDFGI rework is planned in the long term. That said, this can already be fixed by invalidating SDFGI data after a certain amount of time has passed as I mentioned.
Also, marking objects as dynamic just to fix this issue would be a bad way to resolve the issue on a performance standpoint (dynamic GI is much more expensive than static GI).
Godot version
4.0.1
System information
Windows 11, Vulkan, whatever graphics is included in intel i5-8265U
Issue description
The SDFGI cascades aren't updating correctly when properties of Mesh instances are updated, i.e visibility, position etc. See video:
vid.mp4
The user is looking into a mirror material at other objects
Steps to reproduce
Minimal reproduction project
scene.zip
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