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BakedLightmap shadows looks highly pixelated when using ConeTrace and simply incorrect when using RayTrace #30929
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Cone tracing is less accurate than raytracing, which means most small fixtures won't cast shadows if you rely on lightmaps only (i.e. no real-time lighting). There is an ongoing GSOC project on rewriting the lightmapper. It seems the cone tracing approach will be removed in favor of raytracing. |
Wow, GSOC project looks very promising! I hope that it will be included in Godot 3.2 |
Also, please take a look at the normal maps on the torches, they seems to be missing when using baked lightmaps. Is this really the case? Baked light means no normal maps? Or maybe I should post another issue regarding this problem? |
Please note: in the current version of the demo available on the GitHub I reworked the approach for lighting (baked lightmaps are not used anymore), so you'll need to download release 0.0.1 via https://github.com/Antokolos/palladium3d-demo/archive/v0.0.1.zip if you want to explore this issue |
This was resolved in the |
Godot version:
Godot 3.1.1
OS/device including version:
Windows 10
Issue description:
I've had troubles when trying to implement baked light for our game.
Shadows looks highly pixelated when using ConeTrace and simply incorrect when using RayTrace.
Steps to reproduce:
Minimal reproduction project:
https://github.com/Antokolos/palladium3d-demo/archive/v0.0.1.zip
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