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Use Physical Light Units completely break the lighting #68052
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What are your exposure settings? Note that the default DirectionalLight3D brightness matches the sun, so you need to properly expose the scene or it will appear over bright |
So DirectionalLight3D itself works good, I can control lux'es and kelvins and scene looks nice. Problem appear only after WorldEnvironment node addition. |
@krupitskas Exposure settings are set in the CameraAttributes in the WorldEnvironment. You need to add a CameraAttributes resource to your WorldEnvironement when using PhysicalLightUnits. Otherwise the default settings will appear way too bright |
Ah yeah. It's fixed that. Thank you. I actually didnt see it at all under the all environment parameters. I think its quite undesired behaviour when you switch to physical light units and receive complete white scene. Maybe we can add alert triangle to the Camera Attributes field to ask user not to forget to set this up? |
That could work. The only challenge will be that you can also set the CameraAttributes on the Camera3D itself, in which case the error would be wrong to show. |
I would like to contribute here actually to get into godot development! I fill like there can be this two solution or default CameraAttributes or alert triangle |
There is a default CameraAttributes in the editor's WorldEnvironment. Which is why everyone looked fine before you added a WorldEnvironment node to your scene. The issue here comes from adding a WorldEnvironment without setting a CameraAttributes. From the engine's perspective, if a user adds a WorldEnvironment, but not a CameraAttributes resource, then the engine has to assume the user does not want to use a CameraAttributes at all. I think the primary solution here is having actual documentation for using Physical Light Units. As it is, physical light units is an advanced feature and it requires more manual handling of light information (which is why it is disabled by default). I have documentation in progress, but I keep getting sidetracked by other tasks. A configuration warning could be useful, but it will take some thought to decide how it should be exposed and what it should say |
Fixed by godotengine/godot-docs#6390 |
Godot version
v4.0.beta3.official
System information
Windows 11, Vulkan, Nvidia 3060M, 526.47 driver
Issue description
When I enable "Physical Light Units" in the project settings and adding world environment node, I receive complete white scene and I dont know how to get rid of it
Before node beign added:
After addition:
After configuring physical based sky for background:
Steps to reproduce
Load any object on scene
Enable Physical Light Units in the project settings
Add world environment node
Minimal reproduction project
No response
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