Godot: Glow affects gizmos

Created on 22 Apr 2017  Â·  19Comments  Â·  Source: godotengine/godot

Operating system or device - Godot version:
Linux Mint 18.1 64bit - Godot engine 3.0 Custom Build 64bit

Issue description:

When using the environment node's option for glow, the gizmos bleed along with light and other visual instances.

Steps to reproduce:
1) Add a node to the scene
2) add an environment node
3) turn on Dof Near, far, and or both
4) turn on glow
5) turn off Dof (bug occurs more when you do this step)
6) behold
screenshot at 2017-04-21 18-47-26

ps: even without Dof you can still see gizmos being effected only it is not as noticeable
BEFORE:
screenshot at 2017-04-21 18-45-02
AFTER:
screenshot at 2017-04-21 18-40-16

bug discussion editor rendering

All 19 comments

Yeah, glow is a screen space effect, will affect everything in the scene

how about having a way to toggle screen-space effects in the editor viewport? (next to the default light) They most often get in the way when designing levels (depth of field and glow, mostly).

perhaps the View menu could be used for that. A "normal w/o effects" mode :)

You already have that option

On Apr 26, 2017 2:34 PM, "Marc" notifications@github.com wrote:

how about having a way to toggle screen-space effects in the editor
viewport? They most often get in the way whem designing levels (depth of
field and glow, mostly).

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8485#issuecomment-297392569,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z25A_wQJKkbi0kUiae07qwbEvCyIoks5rzzntgaJpZM4NE5rL
.

Already exists

On Apr 26, 2017 8:35 PM, "Nuno Donato" notifications@github.com wrote:

perhaps the View menu could be used for that. A "normal w/o effects" mode
:)

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8485#issuecomment-297502200,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z21YB5Goexr8iYeLAkxDEPHy_lNUEks5rz46CgaJpZM4NE5rL
.

I don't think what @Zylann wants is available right now. There are currently four display modes:

  • Normal
  • Wireframe
  • Overdraw
  • Shadeless

Shadeless disables shading entirely, which is probably not what @Zylann wants – I think he wants to disable the post-process effects without disabling shading entirely.


EDIT: It exists, it's in the Viewport menu, not in the View menu.

Yes there is.. check the viewport menu, not the view menu

On Apr 26, 2017 9:13 PM, "Hugo Locurcio" notifications@github.com wrote:

I don't think what @Zylann https://github.com/Zylann wants is available
right now. There are currently four display modes:

  • Normal
  • Wireframe
  • Overdraw
  • Shadeless

Shadeless disables shading entirely, which is probably not what @Zylann
https://github.com/Zylann wants – I think he wants to disable the
post-process effects without disabling shading entirely.

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8485#issuecomment-297512404,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z2wcNYSWtOKMIPd-IuYfcXSpoOcyXks5rz5dogaJpZM4NE5rL
.

Oh... that? Indeed :)
image
Almost didn't see it in my current project xD

Today I learnt: there is a viewport menu!!

I think to have a proper solution gizmos should be drawn separately (on a separate layer) and than overplayed over the rendered image.

as mentioned before, glow is applied at the last of the last steps, when
the final render is blitted to the OS framebuffer, so it's not really
possible.

On Wed, Jun 7, 2017 at 6:44 AM, Timo notifications@github.com wrote:

I think to have a proper solution gizmos should be drawn separately (on a
separate layer) and than overplayed over the rendered image.

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8485#issuecomment-306745488,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z28C2K7rI4imfYrzuCQA800zZ1CTJks5sBnDrgaJpZM4NE5rL
.

even if the gizmos would just be drawn on another control item laying over the 3d viewport (like the button in the left top corner perspective/orthographic)

Clear gizmos on blurred DoF isn't helpful either, I just disable environment effects most of the time anyways, they are no help when designing levels.
I doubt that there is absolutely no way of doing HUD overlays though... is the 3D engine that rigid?

yeah, it's for the sake of performance. Doing final compositing in one pass
is very desirable.

On Wed, Jun 7, 2017 at 5:39 PM, Marc notifications@github.com wrote:

Clear gizmos on blurred DoF isn't helpful either, I just disable
environment effects most of the time anyways, they are no help when
designing levels.
I doubt that there is absolutely no way of doing HUD overlays though... is
the 3D engine that rigid?

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8485#issuecomment-306917797,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z2zIYJ7xjBkJsH4LWgNNFXFgvmpP5ks5sBwqSgaJpZM4NE5rL
.

I understand... but, if it's needed in a game, can environment effect exist in a subscene overlaid over the 3D one? That's typical in some 3D UIs. Or maybe you meant it includes even these in one buffer on the final screen pass, so even then you wouldn't be able to separate them...

for a regular game you can use viewports to do this stuff. Also eventually
the plan is to add render layers, so this will be possible

On Wed, Jun 7, 2017 at 5:47 PM, Marc notifications@github.com wrote:

I understand... but, if it's needed in a game, can environment effect
exist in a subscene overlaid over the 3D one? That's typical in some 3D UIs.

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8485#issuecomment-306919927,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z2-acGTn4miIH3X96Uk9sA_UdNy7Aks5sBwx2gaJpZM4NE5rL
.

There is really no fixing to this, you can disable environment now in individual viewports, so closing this.

When will render layers be implemented! that would be a really good feature anyways

not until 3.1 or 3.2

On Mon, Jun 12, 2017 at 11:26 PM, Timo notifications@github.com wrote:

When will render layers be implemented! that would be a really good
feature anyways

—
You are receiving this because you modified the open/close state.
Reply to this email directly, view it on GitHub
https://github.com/godotengine/godot/issues/8485#issuecomment-307988170,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AF-Z20aPrZa5oz90Jbjm4TaeuiSp7yBJks5sDfNLgaJpZM4NE5rL
.

Was this page helpful?
0 / 5 - 0 ratings