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Tweak Glow defaults for a more visually pleasing appearance
- Use the Screen blend mode instead of Soft Light. This closes https://github.com/godotengine/godot-proposals/issues/5142.
- Use a lower intensity to compensate for the stronger appearance of the Screen blend mode instead of Soft Light.
- Tweak glow levels to only use the first 4 levels in a more "progressive" manner. This also resolves https://github.com/godotengine/godot/issues/56452.
Testing project: test_glow.zip
Preview
See this Imgsli comparison: https://imgsli.com/NjkwMjc There are additional images you can select to compare with disabled glow and Screen mode with intensity 0.8.
I would tweek the levels too. I find using level 5 adds too much to the glow. What I find more please IMO is: Level1: 1 Level2: .8 Level3: .4 Level4: .1
I updated the pull request to adjust the default glow levels per https://github.com/godotengine/godot/pull/52227#issuecomment-907823299. See OP for an updated Imgsli comparison.
I think this needs to be better discussed, maybe using mix glow mode and normalized, the soft one rarely has any effct.
Rebased and tested again, it works as expected.
Comparison in a daytime scene with bright materials (most scenes won't be this bright):
No glow | Old glow | New glow (this PR) |
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Notice how the new glow is more localized. It better preserves scene contrast and avoids looking like it's brightening the entire scene.
I've pushed those new Glow defaults to https://github.com/Calinou/godot-reflection if anyone wants to see them in a "real world" scene. (I reduced the intensity to 0.2 as this is a scene with a bright sky.)
Any progress on this? I don't want to needlessly bump this but it's been like half a year.
In my experiments I've found that setting all the levels to 1 and normalizing, with intensity at 0.8, and strength at 1, with soft light (so current default aside from levels and normalization) produces the best results, with a subtle, stable effect on bright surfaces, that smoothly increases as the brightness increases