Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Normal maps are not sampled when using lightmap (even if the light still on) #82124

Open
Tracked by #56033
jcostello opened this issue Sep 22, 2023 · 2 comments
Open
Tracked by #56033

Comments

@jcostello
Copy link
Contributor

jcostello commented Sep 22, 2023

Godot version

4.1

System information

Ubuntu with Nvidia 2060

Issue description

When Lightmap is baked backed, material normals are not sampled even if the light still on. Note that when using dynamic light, only the part hit directly with the light is sampled

Static
image

Dynamic
image

Off
image

Steps to reproduce

Bake lights in MRP

Minimal reproduction project

Lightmap.zip

@patwork
Copy link
Contributor

patwork commented Nov 11, 2023

In v4.2.beta.custom_build [bdd9034]

Lights bake mode: DYNAMIC, LIghtmapGI HIDDEN
lights-dynamic-gi-off

Lights bake mode: DYNAMIC, LIghtmapGI VISIBLE
lights-dynamic-gi-on

Lights bake mode: STATIC, LIghtmapGI HIDDEN
lights-static-gi-off

Lights bake mode: STATIC, LIghtmapGI VISIBLE
lights-static-gi-on

@jcostello
Copy link
Contributor Author

@patwork sorry I dont get your example. The problem is directional vs non-directional bake. The example is not a good case because albedo texture could have fake bumps in it. The problem is that, when baking directional, the normal information of the texture is not baked into the light map. You only see the normals where direct light hits

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants