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LightmapGI: Dynamic objects don't update immediately after baking lightmaps or (re)loading a scene #77167
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I can confirm this on 4.2.beta da0b1eb (Linux, GeForce RTX 4090 with NVIDIA 535.113.01). Minimal reproduction project: lightmap_2.zip
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I can confirm that it's still an issue on both 4.3 stable and 4.4dev2. In addition, the issue also happens if a character have the animation disabled. Another way to trigger the issue is to hide/show the LightmapGI node. Test steps on the video:
LightProbeBug.mp4Test scene: System Info: |
I've made an MRP with additional scenarios for updating dynamic objects. If the rendering is happening correctly, the torus should be tinted red instead of having the environment lighting applied to it. Minimal reproduction project: test_lightmapgi_dynamic_object_update.zip Run the project and press the on-screen keys to (un)load the LightmapGI, the LightmapGIData, toggle the LightmapGI's visibility and the dynamic object's visibility. If this bug is fully fixed, the lighting on the dynamic object should always be rendered whenever the lightmaps are visible on static objects, without needing to toggle the dynamic object's visibility. |
As a user that's been recently learning about Godot's Lightmap GI, it'll be very nice once this issue is fixed. It's a source of some frustration when trying to figure out whether I was missing something, I didn't read the documentation properly, or Godot is not working as intended. Thank you for looking into it 🫡 |
Godot version
4.0 dev
System information
Windows 10
Issue description
When dynamic objects are baked, they will not receive global illumination from lightmap captures until they are updated by means such as toggling their dynamic status or by moving them. This issue seems to stem from the pairing code, which is not being executed on the instances following the baking process.
Steps to reproduce
Minimal reproduction project
N/A
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