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Cull mask in DirectionalLight appears to have no effect #19438

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dodgyville opened this issue Jun 8, 2018 · 14 comments
Closed

Cull mask in DirectionalLight appears to have no effect #19438

dodgyville opened this issue Jun 8, 2018 · 14 comments

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@dodgyville
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dodgyville commented Jun 8, 2018

Godot version:
3.x trunk

OS/device including version:
ubuntu 18.04, nvidia

Issue description:
I have two meshes, one in VisualInstance layer 1 and the other in layer 2. I'd like the DirectionalLight to only affect one mesh but toggling the Cull Mask layers in the inspector has no effect on the scene at all (even toggling off all cull mask layers the scene is still illuminated).

Switching the DirectionalLight to invisible hides the light source from the scene.

@Wolfcrux
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I also have this problem.

Godot 3.0.6 Stable

@macktns
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macktns commented Dec 11, 2018

Still effects 3.1 alpha 2

@lordkettune
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I’m still having this issue as well in 3.1 alpha 3 — the cull mask on directional lights doesn’t seem to do anything whatsoever :L

@NathanWarden
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NathanWarden commented Dec 13, 2018

Just ran into this same issue right now. If it matters, I'm using alpha 3, Ubuntu 18.04

@akien-mga akien-mga added this to the 3.1 milestone Dec 14, 2018
@reduz
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reduz commented Jan 17, 2019

Implementing this in current GLES3 renderer is pretty much impossible. I will work on it on the Vulkan port.

@reduz reduz modified the milestones: 3.1, 3.2, 4.0 Jan 17, 2019
@jjuneda
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jjuneda commented Mar 13, 2019

Seems it also affects the GLES2 renderer.

@phaitonican
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same problem with GLES 2

@danilw
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danilw commented Feb 16, 2020

as I understand "Cull Mask" for lights still not implemented, in 3.2 Godot stable...

@Calinou
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Calinou commented Feb 16, 2020

@danilw This is indeed the case; it will only be implemented in Godot 4.0.

Edit: This was implemented in Godot 3.2.4 as well 🙂

@Norrox
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Norrox commented Apr 20, 2020

alright, that's why it won't work for me

@Calinou
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Calinou commented Apr 21, 2020

In the 3.2 branch, we should find a way to hide the Cull Mask property in DirectionalLight (but not other light types), and in all light types when using the GLES2 renderer.

Edit: This was implemented in Godot 3.2.4 as well 🙂

@ConnorDY
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This still appears to be an issue. Is this still being tracked?

@Calinou
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Calinou commented Sep 25, 2020

@ConnorDY We can't implement this feature in the 3.2 branch, but it's implemented now in the master branch:

image

All we can do in 3.2 now is hide the Cull Mask property in DirectionalLight in Godot 3.2 (and print a warning when attempting to change its value).

Edit: This was implemented in Godot 3.2.4 as well 🙂

@akien-mga
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Fixed by #46694.

@akien-mga akien-mga modified the milestones: 4.0, 3.2 Mar 8, 2021
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