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Sorry, if the question is a bit “nooby”, but why anything that isn't directly hit by sunlight look too black (not cast shadows that can be turned off in DirectionalLight settings, but own shadows like shadowed sides of CSGBoxes) with PanoramaSky unlike ProceduralSky and how to fix it? Godot 3.5.
The text was updated successfully, but these errors were encountered:
Skril4Ek
changed the title
Anything shaded looks too black.
Anything shadowed looks too black.
Apr 29, 2023
Sorry, if the question is a bit “nooby”, but why anything that isn't directly hit by sunlight look too black
hi! Sorry for the late answer.
Previously, this was not the case, but this is due to the fact that the engine does not make the cubemap itself for reflections and considers the sky to be black. Therefore, it is necessary to use the reflection_update function.
You can uncomment line 173 in the sky.tscn script and move the time slider to change the time and cause the cubemap to update. But this is a very expensive process and should be called very rarely.
Sorry, if the question is a bit “nooby”, but why anything that isn't directly hit by sunlight look too black (not cast shadows that can be turned off in DirectionalLight settings, but own shadows like shadowed sides of CSGBoxes) with PanoramaSky unlike ProceduralSky and how to fix it? Godot 3.5.
The text was updated successfully, but these errors were encountered: