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Lightmap set to directional bake normal with too little strength #82125

Closed
Tracked by #56033
jcostello opened this issue Sep 22, 2023 · 5 comments
Closed
Tracked by #56033

Lightmap set to directional bake normal with too little strength #82125

jcostello opened this issue Sep 22, 2023 · 5 comments

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@jcostello
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Godot version

Build from PR (Calinou:lightmapgi-static-directional-fix-brightness) To have the correct energy

System information

Ubuntu with Nvidia 2060

Issue description

Lightmap set to directional bakes the normal with little to non strength

Directional
image

Off
image

Steps to reproduce

Bake lightmap from MRP with directional set to true

Minimal reproduction project

Lightmap.zip

@jcostello
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Seems that the normal map is not baked at all. If I remove the normal from the material (disabled or I lover the intensity) after the bake, there is no normal information

@jcostello
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Seems to be working in master [4c5a148]. IDK if something change but if someone whats to try this before I close the issue

@Calinou
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Calinou commented Nov 29, 2023

Indeed, it works as of 4.2.rc2:

Screenshot_20231129_150649

SDFGI for comparison:

Screenshot_20231129_150726
VoxelGI:

Screenshot_20231129_150745

@Calinou Calinou closed this as completed Nov 29, 2023
@Calinou Calinou added this to the 4.2 milestone Nov 29, 2023
@atirut-w
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Directional lightmap seems significantly weaker :/

@Calinou
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Calinou commented Nov 29, 2023

Directional lightmap seems significantly weaker :/

I don't know if it's weaker, or if VoxelGI/SDFGI's normal influence is too strong. SDFGI has known issues on this aspect in particular.

Ideally, this should be compared against a ground truth reference renderer like Blender Cycles or Mitsuba.

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