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
Similar to #48909, but with the new lightmap GI implementation in master.
LightmapGI does not take MultiMeshes into account for baking. On the left, you can clearly notice the indirect lighting, but it's completely missing on the right:
Note: An imported 3D scene with UV2 generated must be used. You cannot use primitive meshes for testing this, as they do not contain a UV2 layer and it can't be generated using the MeshInstance tools. The minimal reproduction project includes a ready-to-use setup for testing this.
Import a 3D scene with Static Lightmaps bake mode. Click Advanced in the import dock, go to the Meshes tab and enable Save to File. Specify a path to a .tres file to save.
Add a MeshInstance3D node with the mesh resource loaded to act as a floor. Scale it so it can fit several objects on top. Set the global illumination mode to Baked in the inspector.
Add a MeshInstance3D node with the mesh resource loaded to act as a source mesh for the MultiMesh. Set the global illumination mode to Baked in the inspector.
Add a MultiMeshInstance3D node. Use the menu at the top of the 3D editor viewport to populate the MultiMeshInstance with BoxMeshes.
Add a LightmapGI, select it and click Bake at the top of the 3D editor viewport.
Probably needs the same solution as implemented in #81616
I was looking around and noticed that LightmapGI relies on get_bake_meshes() and not get_meshes(). This is done to support GridMap, and I noticed MultiMeshInstance has no equivalent (it only has get_meshes()).
Related to #56024 which is for VoxelGI.
Godot version
4.0.dev (1cbf394)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Similar to #48909, but with the new lightmap GI implementation in
master
.LightmapGI does not take MultiMeshes into account for baking. On the left, you can clearly notice the indirect lighting, but it's completely missing on the right:
Left: Individual MeshInstances, right: MultiMeshInstance:
Steps to reproduce
Note: An imported 3D scene with UV2 generated must be used. You cannot use primitive meshes for testing this, as they do not contain a UV2 layer and it can't be generated using the MeshInstance tools. The minimal reproduction project includes a ready-to-use setup for testing this.
.tres
file to save.Minimal reproduction project
test_lightmapgi_multimesh.zip
Old MRPs
test_lightmapgi_multimesh.zipWith
.godot/
included to workaround importing issue: test_lightmapgi_multimesh_1.zipThe text was updated successfully, but these errors were encountered: