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Is shadow or global illumination on 0.5? #1637
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Looks like this question has been answered :) Shadows and global illumination are definitely on the broad roadmap, but won't be ready for 0.5. You may be interested in the PBR features that should be ready in time from #1554. Closing this out; feel free to post in the Discussions or on Discord if you have other questions. |
Well, that's in the last bevy release (0.4), which is quite old. In the git main branch, we have updated to the latest wgpu a while ago. The upcoming 0.5 release will have everything up to date. We also have someone actively working on PBR support, and it is likely that at least PBR materials will be supported in the upcoming 0.5 release, maybe even complete with support for normal maps and other texture maps. See #1554 and #1632 for the work in progress. The 0.5 release is coming very soon (maybe in about a week). Real-time shadows and global illumination are big renderer features that will take some time to be implemented, so it is not going to be in 0.5. The same person working on PBR has expressed interest to work on at least shadows as well, so they might do that after the release. If you are interested in contributing to bevy, consider joining on Discord; people will be happy to help you get up to speed on what you need to know. The community is very friendly. :) |
This is one of the important feature for 3D.
I think Voxel cone global illumination like godot, would be perfect for bevy.
Is there any plan?
someone plz tell me, some ways to approach to handle renderers.
I know how to use wgpu-rs, but bevy renderer is totally different structure and even the version is old( wgpu-0.6.0).
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