Godot: Glow in 4.0 looks wrong

Created on 30 Jul 2020  路  5Comments  路  Source: godotengine/godot

Godot version:
4.0

OS/device including version:
1080ti, windows 10

Issue description:
The glow in 4.0 looks wierd. 3.2 i could tweak it so it was "ok"
I've used roughly the same parameters in 3.2 and 4.0
I made the same material in UE4 and Unity, and the results are a little different.
They just seems to look a little nicer?

Example project
VulkanTest.zip

Godot 4.0
G4

Godot 3.2.3
G32

Ue4
ue4glow

Unity Without Lights
unityWOlight

Unity With Lights
unityWlight

bug regression rendering

Most helpful comment

All 5 comments

I wouldn't expect glow settings in 4.0 to look 100% identical to the glow settings in 3.2.

If you want a (non-realistic but good-looking) glow appearance, try using the new Mix glow blend mode when a mix blending value between 0 and 1.

Godot 4.0 ( Bicubic upscale is gone in 4.0 ? )

Bicubic upscaling is still available. It was moved to the Project Settings (like all other quality-related settings).

I wouldn't expect glow settings in 4.0 to look 100% identical to the glow settings in 3.2.

If you want a (non-realistic but good-looking) glow appearance, try using the new Mix glow blend mode when a mix blending value between 0 and 1.

Godot 4.0 ( Bicubic upscale is gone in 4.0 ? )

Bicubic upscaling is still available. It was moved to the Project Settings (like all other quality-related settings).

i still get the same result, it still look smeared out
i'll update the first post with example project

Anteckning 2020-07-30 140431

That looks like a bug to me.

Yeah it broke when I converted it to Compute shaders but did not have time to fix it. Was hoping someone would give it a check and do a PR but so far it did not happen. I will have to fix it myself eventually.

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