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Ensure Voxelizer SDF generation uses the correct cell level #101631

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@Syntaxxor Syntaxxor commented Jan 16, 2025

For a while, there have been strange shadows in VoxelGI lighting. Recently, through testing, I identified that it was essentially placing two copies of the scene in the SDF, one at full scale and one at half scale. Some digging revealed that the SDF texture generator in Voxelizer was placing both the lowest (highest cell count) and second-lowest octree levels in the SDF. By changing it to only consider the lowest level, the issue is resolved!

Before:
Screenshot_20250116_001702

After:
Screenshot_20250116_001635

Screenshots taken with the VoxelGI Lighting visualization.

Fixes #84992
Fixes #90976
Fixes #38020

First main engine pull request, so please treat me kindly!

@Syntaxxor Syntaxxor requested a review from a team as a code owner January 16, 2025 08:37
@AThousandShips AThousandShips added bug topic:rendering topic:3d cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release labels Jan 16, 2025
@AThousandShips AThousandShips added this to the 4.4 milestone Jan 16, 2025
@Syntaxxor Syntaxxor requested review from a team as code owners January 16, 2025 21:07
@Syntaxxor Syntaxxor force-pushed the voxel-gi-shadow-fix branch from bc14f10 to 393a13a Compare January 16, 2025 21:27
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