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Dynamic mesh lighting breaks with Physical Light Units and LightmapGI #88168

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Tracked by #56033
atirut-w opened this issue Feb 10, 2024 · 2 comments
Open
Tracked by #56033

Dynamic mesh lighting breaks with Physical Light Units and LightmapGI #88168

atirut-w opened this issue Feb 10, 2024 · 2 comments

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@atirut-w
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atirut-w commented Feb 10, 2024

Tested versions

v4.2.1.stable.official [b09f793]

System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.24002.92) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)

Issue description

When PLU is enabled, dynamic meshes no longer receive any indirect lighting from LightmapGI (turns black).

image

Steps to reproduce

  1. Set up a scene with baked lightmaps and a mesh with dynamic GI. Also enable PLU and set up camera attribs.
  2. Bake
  3. Move the dynamic mesh to update its lighting. The object will lose all indirect lighting.

Minimal reproduction project (MRP)

Lightmap.zip

@Calinou
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Calinou commented Feb 10, 2024

It looks like the baked exposure multiplier isn't being applied to dynamic objects. The dynamic object in your screenshot isn't fully black in its shaded areas, but it's dark gray instead.

Try setting the DirectionalLight's color to red and bake lightmaps again – the dynamic object will probably turn dark red after being moved.

@atirut-w
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the dynamic object will probably turn dark red after being moved.

I can't see it, but feel like you're correct.

image

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