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Fix directional LightmapGI being too dark with static lights #61910

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Calinou
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@Calinou Calinou commented Jun 10, 2022

The brightness now matches dynamic lights (indirect light baked only) when Directional is enabled. Thanks @techiepriyansh for the suggestion 🙂

The brightness of lightmapping for lights marked as dynamic is unchanged by this PR.

I ended up using an even stronger multiplier ((24 / 3.0) = 8.0). Static directional lightmapping now matches dynamic directional lightmapping exactly.

This closes #49936.

Preview

Dynamic

No Directional With Directional
2022-06-10_19 19 35_dynamic_no_directional 2022-06-10_19 20 11_dynamic_with_directional

Static

No Directional With Directional (before PR) With Directional (after PR)
2022-06-10_19 21 00_static_no_directional 2022-06-10_19 21 18_static_with_directional 2022-06-10_19 35 21_static_with_directional_8

@Calinou Calinou requested a review from a team as a code owner June 10, 2022 17:42
@Calinou Calinou added this to the 4.0 milestone Jun 10, 2022
@clayjohn clayjohn requested a review from JFonS June 12, 2022 19:57
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I think we need to dig a little deeper into the meaning behind those coefficients. The lighting still doesn't match. In the image you posted you can see that with this PR the faces facing left are significantly brighter than when using dynamic lights. To me this indicates that the problem lies somewhere else and we need to do the work to uncover what the problem is a fix it at source.

CC @JFonS

@jcostello
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jcostello commented Jun 16, 2022

Are the normals backed ni the right direction?

No lightmap
image

With Lightmap

image

@Calinou
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Calinou commented Jun 16, 2022

@jcostello This is an unrelated issue. Please open a new issue with a minimal reproduction project attached.

@atirut-w
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Static Directional seems to be just slightly brighter than Dynamic Directional.

@clayjohn clayjohn modified the milestones: 4.0, 4.x Feb 13, 2023
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Bumping to 4.x. I don't think this is the right fix and I don't want to introduce arbitrary scaling factors into the codebase without first investigating why they may be needed

@atirut-w

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@jcostello

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Without this we get this from

RealTime
image

To static bake (non-directional. Directional is still broken after the camera attributes changes)
image

@atirut-w
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Is this PR dead? Or is it superseeded?

@jcostello
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I belive directional light have to be fixed since beside it bakes darker, it has artifacts

@DarioSamo
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I'd like to clarify at first I haven't exactly gotten the entire grasp of how the spherical harmonics encoding works, but I believe I have enough to justify this PR's choice of the 8.0 value enough so the fix is merged.

The two chunks of relevant code to evaluate here are:

#ifdef USE_SH_LIGHTMAPS
float c[4] = float[](
0.282095, //l0
0.488603 * light_dir.y, //l1n1
0.488603 * light_dir.z, //l1n0
0.488603 * light_dir.x //l1p1
);
for (uint j = 0; j < 4; j++) {
sh_accum[j].rgb += light * c[j] * (1.0 / 3.0);
}
#endif

#ifdef USE_SH_LIGHTMAPS
float c[4] = float[](
0.282095, //l0
0.488603 * ray_dir.y, //l1n1
0.488603 * ray_dir.z, //l1n0
0.488603 * ray_dir.x //l1p1
);
for (uint j = 0; j < 4; j++) {
sh_accum[j].rgb += light * c[j] * (8.0 / float(params.ray_count));
}
#endif

The first chunk belongs to the direct light computation step of the lightmapper. This is fairly straightforward: rays are not casted at random but rather traced directly to the light sources. The result is added with this coefficient of (1.0 / 3.0) along with the multipliers used for each component of the spherical harmonics.

The second chunk belongs to the indirect light (bounces) step of the lightmapper. Here an the average result is computed from rays traced at random, which is why it opts to multiply the additional light divided by params.ray_count. At first I thought it was a bit odd how it didn't match the behavior of the accumulated bounce light, but as it turns out there's an error in how the behavior for that works (which I'll leave for a different issue). The short version is, the division on this one is the intended result at least to average out all the light computed from all the rays.

That indicates however the resulting indirect light is added with a coefficient of 8.0, which doesn't match the (1.0 / 3.0) that was found before for the direct light step. In fact, the intensity is far stronger for the indirect component than the direct one. This PR is justified to use the 8.0 value as it comes directly from the other step, which brings them to the same range in intensity as they should be (and it's how the result from both direct and bounce light are added together when not using spherical harmonics).

However, there's likely some underlying meaning to these coefficients chosen so I'll be taking a look at the resources @reduz used for implementing this to try to understand their origin better. However, as far as fixing things in the short term, I think we're good to merge this PR for now. As it stands there's some other fundamental core issues with the lightmapper that will take a longer time to fix and it'd be preferrable to at least make this feature not broken for now.

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DarioSamo commented Sep 19, 2023

As an addendum, I'd probably take out the comment entirely as there's no need to do this empirically, as the same constant can be found elsewhere in the code or link back to this PR instead.

@clayjohn clayjohn modified the milestones: 4.x, 4.2 Sep 21, 2023
The brightness now matches dynamic lights (indirect light baked only)
when Directional is enabled.

Co-authored-by: Priyansh Rathi <[email protected]>
@Calinou Calinou force-pushed the lightmapgi-static-directional-fix-brightness branch from b543bba to 7831eed Compare September 21, 2023 16:04
@Calinou
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Calinou commented Sep 21, 2023

Rebased and tested again, it works as expected:

Directional OFF Directional ON (master) Directional ON (this PR)
Screenshot_20230921_180145 webp Screenshot_20230921_180238 webp Screenshot_20230921_180204 webp
Directional OFF Directional ON (this PR)
Screenshot_20230921_180511 webp Screenshot_20230921_180457 webp
Directional OFF Directional ON (this PR)
Screenshot_20230921_180720 webp Screenshot_20230921_180708 webp

Testing project: test_lightmap_preview_bake_4.x_2.zip

@jcostello
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Seems that the directional bake introduces artifacts because fo the normal calculations. I can't remember if there is an issue for that

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Seems that the directional bake introduces artifacts because fo the normal calculations. I can't remember if there is an issue for that

The picture you posted above does indeed look pretty buggy. If there isn't already a bug report, can you open one?

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Looks good to me given the discussion in the PR!

I didn't flag for cherrypicking as it will result in a very obvious physical change

@Calinou
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Calinou commented Sep 21, 2023

The picture you posted above does indeed look pretty buggy. If there isn't already a bug report, can you open one?

To be fair, the imported scene's normals themselves are weird (likely due to Godot's OBJ importer - I think the source OBJ file itself is fine). Directional lightmaps just make that issue more noticeable.

@jcostello
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Seems that the directional bake introduces artifacts because fo the normal calculations. I can't remember if there is an issue for that

The picture you posted above does indeed look pretty buggy. If there isn't already a bug report, can you open one?

I will open a Issue. Directional generate this weird alien like artifacts

image

@atirut-w
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Testing project: test_lightmap_preview_bake_4.x_2.zip

If you don't mind, where did you get the original model?

@Calinou
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Calinou commented Sep 22, 2023

If you don't mind, where did you get the original model?

https://github.com/Calinou/game-maps-obj/blob/master/redeclipse/octavus.obj

@akien-mga akien-mga merged commit 6094738 into godotengine:master Sep 22, 2023
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Thanks!

@Calinou Calinou deleted the lightmapgi-static-directional-fix-brightness branch September 22, 2023 20:26
@atirut-w
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Directional generate this weird alien like artifacts

Have you opened the issue yet? If not, I'll open it, as the issue seem to have also cropped up in the Abandoned Spaceship demo.

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@atirut-w I didnt yet. If you can open up an issue for me. I tried to replicate it in a small MRP but I couldn't. It only happen to me in bigger scenes like sponza

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Calinou commented Sep 25, 2023

Please continue the discussion about the bug in #82307.

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Vulkan: LightmapGI's Directional property only works correctly when lights' bake mode is Dynamic, not Static
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