Hi! after the unavoidable engines comparison (in my case Twinmotion vs Unreal vs Godot) I've also decided that Godot is a really tempting engine, Twinmotion is impressive but is a resource drainage and it doesn't have the basics for arch viz like collisions, or events system, Unreal is better but is still really heavy for arch viz workflow. Godot is almost perfect, it starts from almost zero, and the size of the project is highly manageable all the time. The render engine has all that an Arch viz model could need but it still doesn't have technical documents about how to make it work.
This is my first attempt to make an Arch Viz scene and so far it feels really nice, the import system is a little annoying but I think I can get used to it, the scene has a big low res GIprobe for the land and a smaller GIProbe for the house, the sky is an hdr with a direct Light as sun.
But I'm starting to have some troubles, when I insert the windows I have to use a lot of refraction/reflections for the glass and I've noticed a big slowdown on the FPS, I don't know if the refraction on the shader is totally solved but even without too much geometry the transparent objects needs a lot of calculation
Basically what I'm trying to do is to find a recommendation for this kind of scenes (in case is possible with Godot). The common aspects of arch viz is: - Lot of static meshes - Dynamic landscape is nice but is not fundamental - General static Light with some on/off isolated lights - High contrast between exteriors-interiors - Lot of reflections, most of them rough reflections. Reflection probes usually doesn't work well with this kind of jobs because some in general you want to see how an object interact with the space, would be better to have some kind of screen space blurry reflections ( the one in Godot is too sharp ) - Decals are very important, and decals with parallax displacement would be awesome
My first concern now is about transparent objects, is there some tip about how to use them without affecting FPS?
Thanks!