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Glow affects gizmos #8485
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Yeah, glow is a screen space effect, will affect everything in the scene
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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" ***@***.***> 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).
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Already exists
…On Apr 26, 2017 8:35 PM, "Nuno Donato" ***@***.***> wrote:
perhaps the View menu could be used for that. A "normal w/o effects" mode
:)
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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" ***@***.***> 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.
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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 ***@***.***> wrote:
I think to have a proper solution gizmos should be drawn separately (on a
separate layer) and than overplayed over the rendered image.
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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. |
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 ***@***.***> 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?
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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 ***@***.***> 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.
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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 ***@***.***> wrote:
When will render layers be implemented! that would be a really good
feature anyways
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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:
ps: even without Dof you can still see gizmos being effected only it is not as noticeable
BEFORE:
AFTER:
The text was updated successfully, but these errors were encountered: