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Vulkan: SDFGI ignores lights' Indirect Light scale property #39878

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Calinou opened this issue Jun 27, 2020 · 2 comments · Fixed by #52252
Closed

Vulkan: SDFGI ignores lights' Indirect Light scale property #39878

Calinou opened this issue Jun 27, 2020 · 2 comments · Fixed by #52252

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@Calinou
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Calinou commented Jun 27, 2020

Godot version: Git 175d437

OS/device including version: Fedora 31, GeForce GTX 1080 (NVIDIA 440.82)

Issue description:

Adjusting the Indirect Light scale property of OmniLights (and probably other lights) has no effect.

In contrast, this works when using GIProbe.

Steps to reproduce:

  • Create a WorldEnvironment node, add an Environment and enable SDFGI. Add some geometry so you can see the light touch surfaces.
  • Add an OmniLight node.
  • Adjust the OmniLight's Indirect Light property.
  • Notice it has no effect.
@barbaros83
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this happend to me too, i can only get sdfgi to work with directional lights, omni light gets ignored by sdfgi

@Calinou
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Calinou commented Aug 21, 2020

@barbaros83 OmniLights definitely work with SDFGI here, it's just that their Indirect Light property is ignored.

If you move an OmniLight quickly in the editor, you should notice the SDFGI taking a few frames to update.

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