#Bright blob when using omnilight.
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Yep. Reduce the attenuation!
But I want my light source to be more gradual
which is what attenuation does, no? really annoying how it creats this insanely bright area of light
Okay. Then welcome to the world of High Dynamic Range lighting!
This is a phenomenon known as clipping: when a light source is brighter than your monitor/camera/eyes are able to distinguish.
Luckily with a lot of work from the rendering team, Godot 4.4 now has the AgX tonemapper.
Apply AgX, set exposure and make adjustments to get the right look.
And it helps to have the materials textured how they would finally look as having a pure white material means maximum light is reflected.