Description
Related to #56024 which is for VoxelGI.
Godot version
4.0.dev (1cbf394)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
Similar to #48909, but with the new lightmap GI implementation in master
.
LightmapGI does not take MultiMeshes into account for baking. On the left, you can clearly notice the indirect lighting, but it's completely missing on the right:
Left: Individual MeshInstances, right: MultiMeshInstance:
Steps to reproduce
Note: An imported 3D scene with UV2 generated must be used. You cannot use primitive meshes for testing this, as they do not contain a UV2 layer and it can't be generated using the MeshInstance tools. The minimal reproduction project includes a ready-to-use setup for testing this.
- Import a 3D scene with Static Lightmaps bake mode. Click Advanced in the import dock, go to the Meshes tab and enable Save to File. Specify a path to a
.tres
file to save. - Add a MeshInstance3D node with the mesh resource loaded to act as a floor. Scale it so it can fit several objects on top. Set the global illumination mode to Baked in the inspector.
- Add a MeshInstance3D node with the mesh resource loaded to act as a source mesh for the MultiMesh. Set the global illumination mode to Baked in the inspector.
- Add a MultiMeshInstance3D node. Use the menu at the top of the 3D editor viewport to populate the MultiMeshInstance with BoxMeshes.
- Add a LightmapGI, select it and click Bake at the top of the 3D editor viewport.
Minimal reproduction project
Old MRPs
With .godot/
included to workaround importing issue: test_lightmapgi_multimesh_1.zip
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Type
Projects
Status
Up for grabs
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