The first brand new scene should just look good by default. Or even know they need a light before their materials will look good. Users should not have to hunt to find an obscure Sky Contribution setting just to remove the blue cast. Godotengine/godot#20786 (It was really bad before this, now it is only bad) Referenced tickets showing its a continuing issue: The default environment make anything bluish." "I'm really looking forward to that, the unnatural blue hue and lost contrast has been a big problem in a project I'm working on!" "it's not easy to get lighting right in Godot" All of these have a heavy blue cast and muted colors, even if they've added a light:įurther, this twitter thread was very popular and seemed to hit a nerve with people: Many of them use the default lighting and their demos look bad.Įxamples. Look on facebook, twitter, youtube, or reddit for 3D demos from devs. Highlights are blown out by default, which also makes HDRIs unattractive: These objects are white, but appear blue: For comparison, UE4 has a great lighting setup by default - no configuration is necessary. Unaware devs use the defaults, which detracts from their demos, as well as makes Godot look bad. The default lighting environment is extremely unattractive. (nice to have)ĭescribe the problem or limitation you are having in your project:
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