You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
LightmapGI directional mode only provides rough reflections – it's not designed to provide sharp reflections like ReflectionProbe. This is done for performance reasons, as LightmapGI is something you'll most likely be using when targeting mobile.
If you need more precise reflections while using lightmaps, nothing prevents you from using VoxelGI, SDFGI or ReflectionProbe at the same time as LightmapGI. For VoxelGI and SDFGI, this will be faster than using VoxelGI/SDFGI alone as they won't affect surfaces that already receive baked lighting.
Calinou
changed the title
Directional lightmap does not look correct with emissive surface light
Vulkan: Directional LightmapGI does not look correct with emissive surface light
Aug 20, 2022
Godot version
v4.0.alpha14.official [106b680]
System information
N/A
Issue description
When using lightmap GI, specular lobes and reflections looks broken for lights from emissive objects. May be related to #63016
Cornell box model from McGuire CG Archive
2022-08-20_10-19-10.mp4
Steps to reproduce
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: