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Indirect lighting and reflections from VoxelGI appear to be much brighter at 512 subdivisions compared to 64, 128 or 256 subdivisions. It's possible to (partially) compensate for this by decreasing VoxelGIData's Energy property to 0.25, but this requires manual work that could be avoided.
Use Two Bounces disabled
64 subdivisions
128 subdivisions
256 subdivisions
512 subdivisions
Use Two Bounces enabled
64 subdivisions
128 subdivisions
256 subdivisions
512 subdivisions
Steps to reproduce
Add a VoxelGI node. Set Subdiv to 256.
Add some MeshInstances with their global illumination mode set to Baked.
Select the VoxelGI node and click Bake in the toolbar at the top of the 3D editor viewport.
Godot version
4.0.dev (2a9dd65)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Indirect lighting and reflections from VoxelGI appear to be much brighter at 512 subdivisions compared to 64, 128 or 256 subdivisions. It's possible to (partially) compensate for this by decreasing VoxelGIData's Energy property to 0.25, but this requires manual work that could be avoided.
Use Two Bounces disabled
Use Two Bounces enabled
Steps to reproduce
Minimal reproduction project
test_voxelgi_large.zip
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