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Baked Lighting #20321

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yaelatletl opened this issue Jul 21, 2018 · 2 comments
Closed

Baked Lighting #20321

yaelatletl opened this issue Jul 21, 2018 · 2 comments

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@yaelatletl
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Godot version:
3.0.5 64 bits

OS/device including version:

  • Intel Core i5-6200U
  • Intel HD Graphics 520
  • 12 GB RAM
  • Windows 10

Issue description:
I've been testing Baked Lighting recently and found quite a lot of odd stuff.

When

  • Using the unwrap mesh Uv2 for lightmap baking option and then baking the scene
  • Unwrapping Uv2 from Blender and then baking
  • Unwrapping Uv2 from Blender and then re-importing with Gen-light enabled
  • Trying to bake an instanced scene

Something like shown in the screenshot happens:

imagen
Not nice, not expected at all.

But if I only enable gen-lighting on re-import this happens:

imagen

Nice and expected

imagen

Other problem is that I can't actually bake big scenes (with a lot of polygons in some objects) using objects without Uv2 and with Gen-light enabled, as I always get this message:

(...)
DECOMPRESSING!!!!
ERROR: Vector::resize: Condition ' !_ptrnew ' is true. returned: ERR_OUT_OF_MEMORY
At: c:\projects\godot-builds\godot\core\vector.h:296
CrashHandlerException: Program crashed
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
[8] <couldn't map PC to fn name>
[9] <couldn't map PC to fn name>
[10] <couldn't map PC to fn name>
[11] <couldn't map PC to fn name>
[12] <couldn't map PC to fn name>
[13] <couldn't map PC to fn name>
[14] <couldn't map PC to fn name>
[15] <couldn't map PC to fn name>
[16] <couldn't map PC to fn name>
[17] <couldn't map PC to fn name>
[18] <couldn't map PC to fn name>
[19] <couldn't map PC to fn name>
[20] <couldn't map PC to fn name>
[21] <couldn't map PC to fn name>
[22] <couldn't map PC to fn name>
[23] <couldn't map PC to fn name>
[24] <couldn't map PC to fn name>
[25] <couldn't map PC to fn name>
[26] <couldn't map PC to fn name>
[27] <couldn't map PC to fn name>
[28] <couldn't map PC to fn name>
[29] <couldn't map PC to fn name>
[30] <couldn't map PC to fn name>
[31] <couldn't map PC to fn name>
[32] <couldn't map PC to fn name>
[33] <couldn't map PC to fn name>
[34] <couldn't map PC to fn name>
[35] <couldn't map PC to fn name>
[36] <couldn't map PC to fn name>
[37] CallWindowProcW
[38] CallWindowProcW
[39] glDebugEntry
[40] CallWindowProcW
[41] DispatchMessageW
[42] <couldn't map PC to fn name>
[43] <couldn't map PC to fn name>
[44] <couldn't map PC to fn name>
[45] <couldn't map PC to fn name>
[46] <couldn't map PC to fn name>
[47] BaseThreadInitThunk
-- END OF BACKTRACE --

I only could bake the scene using the capture and bake Cell sizes to 64, with low quality cone-tracing

A suggestion is that we could load our previously baked lightmaps into godot, as I actually tried trying to hack my way into make it work (replacing files), but it didn't work.

Steps to reproduce:

When

  • Using the unwrap mesh Uv2 for lightmap baking option and then baking the scene
  • Unwrapping Uv2 from Blender and then baking
  • Unwrapping Uv2 from Blender, re-importing with Gen-light enabled and then baking
  • Trying to bake an instanced scene

Minimal reproduction project:

This one is the file that I tried to bake and failed numerous times.
https://github.com/ProjectJoyeuse/PathsOfJjaro/blob/master/Scenes/YucatanDive.dae

@CptPotato
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CptPotato commented Jul 21, 2018

I think something like this was mentioned at some point. I'm pretty sure the black spots in the first screenshot are due to invalid float values in the shaders (like a division by zero maybe) and bleed over because of glow.

@Calinou
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Calinou commented Feb 27, 2021

This was likely resolved by #44628, closing.

@Calinou Calinou closed this as completed Feb 27, 2021
@Calinou Calinou added this to the 3.2 milestone Feb 27, 2021
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