|Topic was automatically imported from the old Question2Answer platform.
No matter what I try, I can’t get the sky to contribute to ambient lighting in Godot 4.0:
I have tried with every type of sky (Procedural, Physical, and Panorama) and none work. In this scene, I have hidden the DirectionalLight3d to make this clearer, and the WorldEnvironment is enabled. As far as I can see, the environment resource is set up fine — all the energy values are set to 1.0, as is the sky contribution:
If I change the Ambient Light Source to a colour it will work as expected but this is undesirable for me. The sky contributed in Godot 3.4, but not in 4.0a10 and 4.0a15 (the only two alphas I have tried, which includes the latest for now) it doesn’t. I am using a laptop with integrated graphics, so perhaps there is some incompatibility with the new Vulkan pipeline?
Sorry that I didn’t make a sample project. It is still very simple to reproduce. Create any MeshInstance and WorldEnvironment. Create a sky for the WorldEnvironment. That’s it.
I’m not posting this to complain. I want to know if others are experiencing this (after searching previous questions I couldn’t find any about this), or if there is something I’ve missed elsewhere, or if this is just an accepted issue due to it being an alpha version.
Which exact integrated graphics model are you using? Intel on Windows doesn’t have the best Vulkan drivers around, so it’s possible that this is a driver-specific issue.
Calinou | 2022-09-06 22:54
Your suspicions were right! I’ve updated my graphics driver and now things are working as expected. Thank you.
I was using Intel UHD Graphics 62U on Windows 10, btw.
love_this_name | 2022-09-07 02:55