Godot-proposals: A way for Godot 4 to support god-rays . .

Created on 24 Aug 2020  路  4Comments  路  Source: godotengine/godot-proposals

Describe the project you are working on:
Tomb Raider game, climbing, action . . .

Describe the problem or limitation you are having in your project:
Tbh, the demos I've seen of SDFGI, and volumetric fog blow my mind, it looks AAA ( +), I was hoping we might get support for ' god rays ', as well, since it creates a neat aesthetic, for many games, it adds atmosphere, ' style ' . . Not sure if it should be added as a setting, under light, or in environment, but with that, Godot will be really cool, for all . . .

Describe the feature / enhancement and how it helps to overcome the problem or limitation:
I just love seeing god rays, dancing in the air, shafts, of pure light, so nice . . Hope it will be added, as the last thing I could ask for, in Godot 4.0, in a PBR based way, if possible, ie. it fits a physical / chemical work-flow, scientific, IF possible . .

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
Add an appropriate setting, for enabling ' god rays ', a few parameters, to tweak it, hopefully physically based, if that is possible . .

If this enhancement will not be used often, can it be worked around with a few lines of script?:
I have got no idea, how to do that, it looks nice, really cool . .

Is there a reason why this should be core and not an add-on in the asset library?:
Well, would be nice to just toggle it, and one gets some ' basic ', o-k quality god rays <3 Thanks . . . .

archived rendering

Most helpful comment

The volumetric fog implementation currently in the master branch already supports god rays, as long as your scene has a DirectionalLight. You can see them in action in this video.

All 4 comments

The volumetric fog implementation currently in the master branch already supports god rays, as long as your scene has a DirectionalLight. You can see them in action in this video.

Ok, sorry, it's a bit hard to see, in the example . . Why I think having a ' demo ' scene, with some nature, or trees, might be a good way, I saw the video 3 times, and I THINK I can almost see it, but not sure . . :( :( . . .

A forest, jungle, or so scene might be better, tbh I can barely see it, :( :( . . .

That said, the new demo level is really good, really sparkles, I think, good choice, very relevant, to game makers <3 . .

@jasperbrooks79 Nothing prevents you from increasing the Density property in volumetric fog to make god rays more noticeable. That said, it's usually better to avoid making effects too strong to not annoy players :slightly_smiling_face:

thank you, I'm so excited for Godot 4.0, it has all the things I could ever want, as a new indie dev, for years . . . <3

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