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Use directional LightmapGI information to display specular lobes for fully baked (static) lights #63016
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Can you test this with #61910 merged locally, just in case? |
I can reproduce this on the linked MRP. Directional information is present, but very subtle by default (possibly too subtle). If you increase the normal map strength to 16 in the material, you'll definitely notice that it's there:
Specular lobes don't seem to ever show up though. I doubt it was ever implemented, actually. Minimal reproduction project (with added lights and tweaked settings): Specular2_nolightmap.zip |
Pages 66-77 of this slideshow describe a possible implementation of direct specular lobes using directional lightmap data. There are some limitations with the described approach, but it has a relatively small performance impact and should have a level of quality similar or better than what's described in godotengine/godot-proposals#3078. Edit: I've attempted implementing this in Godot but didn't get it fully working yet: https://github.com/Calinou/godot/tree/lightmapgi-directional-draw-direct-specular-lobes |
Ya, that's a really nice approach when you are already baking L1 spherical harmonics |
Godot version
v4.0.alpha.custom_build [e5a1640]
System information
Ubuntu 21.04. RTX 2060
Issue description
Baked a Directional Light set as static with the LightmapGI set to directional does not bake specular information
Realtime Directional Light
Baked Lightmap set to directional
Ignore know issue about direct light power on the backed map image
Steps to reproduce
Bake lightmap set to directional on the minimal project
Minimal reproduction project
Specular.zip
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