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I don't see a way to resolve this easily. We can't perform a collision check (as that may not always make sense), and generating probes in solid geometry is probably intended behavior (as you'd lose a lot of detail otherwise).
Calinou
changed the title
Lightmap dynamic objects get lighting from invalid probes
LightmapGI: Lightmap dynamic objects get lighting from invalid probes
May 17, 2023
I don't see a way to resolve this easily. We can't perform a collision check (as that may not always make sense), and generating probes in solid geometry is probably intended behavior (as you'd lose a lot of detail otherwise).
Inside solid geometry probes will be black anyways because they wont get any light. So meshes close to solid geometry will get darker. I don't think that's appropriate. It would be nice at least a way to remove manually probes that are not desirable
Calinou
changed the title
LightmapGI: Lightmap dynamic objects get lighting from invalid probes
LightmapGI: Lightmap bake creates probes with invalid bright green/magenta colors
Nov 10, 2023
This appears to be resolved as of 4.2.beta da0b1eb (Linux, GeForce RTX 4090 with NVIDIA 535.113.01):
Fixed MRP (opens without dependency errors, bakes faster with smaller lightmaps – though the issue didn't occur at the original lightmap size either): lightmap_2.zip
Note that dynamic object lighting doesn't update after baking lightmaps until you move or rotate the dynamic object, but this is a separate issue tracked in #77167.
Godot version
v4.1.dev.custom_build [437041a]
System information
Ubuntu with Nvidia 2060
Issue description
Dynamic objects get light from invalid probes
Steps to reproduce
Use MRP
Bake the lightmap (in medium quality)
Move the mesh in the editor to get the dynamic lighting.
You will get same result as the picture above
Minimal reproduction project
lightmap.zip
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