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

RayTrace is much darker than ConeTrace with BakedLightmap #15055

Closed
1 task done
seadra opened this issue Dec 25, 2017 · 12 comments
Closed
1 task done

RayTrace is much darker than ConeTrace with BakedLightmap #15055

seadra opened this issue Dec 25, 2017 · 12 comments

Comments

@seadra
Copy link

seadra commented Dec 25, 2017

Godot version:
37aab45

OS/device including version:
Debian GNU/Linux

Issue description:
Using the same setting, by just changing the Mode between ConeTrace and RayTrace, the light energy is vastly different.

With ConeTrace
6tlxiq

With RayTrace
9bpl7u

Steps to reproduce:
Import a GLTF scene with Gen Lightmaps on. Add a DirectionalLight and add an WorldEnvironment with no light. Add a BakedLightmap and bake with ConeTrace. Then switch to RayTrace and rebake.

Minimal reproduction project:

  • I searched the existing GitHub issues for potential duplicates.
@seadra
Copy link
Author

seadra commented Dec 25, 2017

Also, this is a different issue but some light leaks a little around the edge where the wall meets the floor in both modes (can be seen in both screenshots I attached above).

@ghost ghost added this to the 3.0 milestone Dec 26, 2017
@reduz
Copy link
Member

reduz commented Dec 26, 2017 via email

@seadra
Copy link
Author

seadra commented Dec 26, 2017

Conetrace is an approximation, and generally does look lighter. Raytrace is
more correct.

That's a bit confusing but OK. It would be better to explicitly document this behavior because the difference is very dramatic, and the current documentation here doesn't mention it at all.

There will always be bias in very thin walls due to using an octree instead
of a bvh.

Unreal actually has a few parameters to mitigate the problem of light bleeding through thin-walls. Will there be similar options in Godot?

@reduz
Copy link
Member

reduz commented Dec 26, 2017 via email

@seadra
Copy link
Author

seadra commented Dec 26, 2017

Got it, looking forward to it!

@akien-mga
Copy link
Member

We have now entered release freeze for Godot 3.0 and want to focus only on release critical issues for that milestone. Therefore, we're moving this issue to the 3.1 milestone, though a fix may be made available for a 3.0.x maintenance release after it has been tested in the master branch during 3.1 development. If you consider that this issue is critical enough to warrant blocking the 3.0 release until fixed, please comment so that we can assess it more in-depth.

@akien-mga akien-mga modified the milestones: 3.0, 3.1 Jan 5, 2018
@akien-mga
Copy link
Member

Is this still relevant in the current master branch? If so, what should be done? Just mention this in the documentation?

@akien-mga akien-mga modified the milestones: 3.1, 3.2 Jan 26, 2019
@seadra
Copy link
Author

seadra commented Feb 16, 2019

Yes, it is, unfortunately, and this is bad UX IMO.
Can't Godot be changed such that they look similar out-of-the-box?

@Calinou
Copy link
Member

Calinou commented Feb 16, 2019

@seadra I suppose it could be tweaked if we had several test scenes to compare each mode (with various lighting intensities). If we aim to make them look similar out of the box, it should work in the most situations possible 🙂

@Perrottacooking
Copy link

hi Seadra
v3.1.1 Stable - Still with the same problem?

@seadra
Copy link
Author

seadra commented Sep 26, 2019

Nothing changed as far as I can tell

@JFonS
Copy link
Contributor

JFonS commented Jan 22, 2021

Closing as fixed by #44628.

@JFonS JFonS closed this as completed Jan 22, 2021
@akien-mga akien-mga removed this from the 4.0 milestone Jan 22, 2021
@akien-mga akien-mga added this to the 3.2 milestone Jan 22, 2021
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

6 participants