Jonathan

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Hmm. I'll look into it. JD says we don't have block slicing any more (it's an old thing that Q2/Q3 did in the past but we don't need it any...

It's not difficult but the in-game editor needs polish. I only really developed it to work for my needs. It can also take a while to get everything perfect, and...

Potentially related to the fast trace changes?

Afaik, indirect is implied now. He reversed the option so that --no-indirect turns it off, but it's on by default.

Ya. indirect isn't an option; ![](https://i.imgur.com/oZEGsRF.png) This is with the repo versions (like in the develop builds). It might be different on the older builds. Make sure you're using the...

That being said, JD has been talking about fixing the indirect bug you've been seeing. He's been excited about it; it should be faster and also more precise for you....

I do wonder if we can just have a mode that does a light per luxel rather than patches. It'd be like the "super bake" since it may take a...

I'm not sure either - I ran it on my end just to make sure that I wasn't missing something: ```Building patches [100%] 19 ms Direct lightmaps [100%] 4299 ms...

Yeah, his fix will be merged in soon. Probably today.

The main benefit to the global volumetric one is being able to take advantage of noise. Tokays for instance looks really good with the hazy fog spots. Unfortunately it also...