Reflection for Godot 4.0
A port of Tesseract's Reflection map for testing Godot 4.0's new Vulkan renderer. Uses SDFGI for global illumination in addition to volumetric fog and screen-space indirect lighting.
The OBJ and MTL files were sourced from game-maps-obj.
Looking for an open world test scene? See godot-cmvalley.
Try it out
Installation
Clone the Git repository:
git clone https://github.com/Calinou/godot-reflection.git
You can also download a ZIP archive if you don't have Git installed.
You need a development build of Godot 4.0 to run this demo.
Once you have the project files, open the Godot Project Manager, click the
Import button, then select the project.godot
file of this project.
Confirm importing, then edit the project (so that the resources are imported
by the editor). Exit the editor (go back to the project manager), then run
the project. This is to make sure the editor does not render the demo in
the background, which would slow down the running project a lot.
Note: If some materials don't show up, try selecting
reflection/models/reflection.obj
in the FileSystem dock, go to the Import dock then
click Reimport.
License
Copyright © 2020 Hugo Locurcio and contributors
- Unless otherwise specified, files in this repository are licensed under the MIT license, see LICENSE.md for more information.
- The Reflection map is licensed under CC BY-SA 3.0.
- Textures in the
reflection/
folder are licensed under various licenses:agf81/
: CC BY 3.0 Unportedcgtextures
: Textures.com's license, may not be redistributed separately.base/
: CC0 1.0 Universalnieb/
: CC0 1.0 Universalnobiax/
: CC0 1.0 Universal
A big thanks to the Cube 2 engine community for making and releasing all these maps :slightly_smiling_face: