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I originally thought this was a problem with baking lightmaps while in unshaded view, so I tried making an MRP only to discover a completely different cause.
I only discovered this because when you switch to unshaded view, physical skyboxes turns black. When baking lightmaps in this state, the resulting lightmap had no environment lighting at all, since the editor's skybox is black.
Steps to reproduce
Create a simple scene suitable for lightmap baking and add a LightmapGI node
Calinou
changed the title
Baking lightmap incorrectly uses current editor environment
Vulkan: Baking LightmapGI incorrectly uses current editor environment
Jun 13, 2023
I tried looking into this and it seems this has to do with how Godot set the main viewport's debug draw. I am new to Godot's rendering code, so this might take a while, but I'll try to help.
Godot version
v4.0.3.stable.official [5222a99]
System information
Windows 11, Forward+, AMD Radeon RX 6700 XT
Issue description
I originally thought this was a problem with baking lightmaps while in unshaded view, so I tried making an MRP only to discover a completely different cause.
I only discovered this because when you switch to unshaded view, physical skyboxes turns black. When baking lightmaps in this state, the resulting lightmap had no environment lighting at all, since the editor's skybox is black.
Steps to reproduce
Minimal reproduction project
Lightmap problem.zip
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