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
In the master branch, baked lightmaps cannot have their darkest areas brightened to match a specific color. This is available in 3.x as the Min Light property in the Environment section, which works by max()ing the resulting color in the lightmap (instead of adding to the lightmap, which would result in brightening it everywhere).
Min Light is not physically accurate, but it can be used to avoid overly dark areas in levels. Of course, it should be set to a relatively low value to avoid making lightmaps too dull.
Steps to reproduce
Look for a environment_min_light property in the master branch's LightmapGI node.
Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered:
See also #49935 and #49968.
Godot version
4.0.dev (8747f25)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 465.31)
Issue description
In the
master
branch, baked lightmaps cannot have their darkest areas brightened to match a specific color. This is available in3.x
as the Min Light property in the Environment section, which works bymax()
ing the resulting color in the lightmap (instead of adding to the lightmap, which would result in brightening it everywhere).Min Light is not physically accurate, but it can be used to avoid overly dark areas in levels. Of course, it should be set to a relatively low value to avoid making lightmaps too dull.
Steps to reproduce
Look for a
environment_min_light
property in themaster
branch's LightmapGI node.Minimal reproduction project
N/A
The text was updated successfully, but these errors were encountered: