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

Vulkan: VoxelGI does not take MultiMeshes into account for baking #56024

Closed
Tracked by #55328
Calinou opened this issue Dec 17, 2021 · 0 comments · Fixed by #81616
Closed
Tracked by #55328

Vulkan: VoxelGI does not take MultiMeshes into account for baking #56024

Calinou opened this issue Dec 17, 2021 · 0 comments · Fixed by #81616

Comments

@Calinou
Copy link
Member

Calinou commented Dec 17, 2021

Related to #56027 which is for LightmapGI.

Godot version

4.0.dev (1cbf394)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

Issue description

Similar to #45313, but with the new voxel GI implementation in master.

VoxelGI does not take MultiMeshes into account for baking. On the screenshot below, you can see that objects on the left are smoothly shaded by GI. On the right, it looks very flat due to those objects not being present in the bake:

Left: Individual MeshInstances, right: MultiMeshInstance:

2021-12-17_17 44 36

The VoxelGI Lighting debug draw mode also evidences that MultiMeshes are simply not included in the VoxelGI bake, despite having the Baked global illumination mode:

2021-12-17_17 47 00

MultiMeshInstances are taken into account by SDFGI however, as demonstrated by the screenshots below:

2021-12-17_17 46 17

SDFGI Cascades debug draw mode:

2021-12-17_17 47 17

Steps to reproduce

  • Add a MeshInstance node with a BoxMesh to act as a floor. Resize it so it can fit several objects on top. Set the global illumination mode to Baked in the inspector.
  • Add a MeshInstance node with a BoxMesh to act as a source mesh for the MultiMesh. Set the global illumination mode to Baked in the inspector.
  • Add a MultiMeshInstance node. Use the menu at the top of the 3D editor viewport to populate the MultiMeshInstance with BoxMeshes.
  • Add a VoxelGI node, select it and click Bake at the top of the 3D editor viewport.

Minimal reproduction project

test_voxelgi_multimesh.zip

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

Successfully merging a pull request may close this issue.

3 participants