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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:
Not nice, not expected at all.
But if I only enable gen-lighting on re-import this happens:
Nice and expected
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
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.
Godot version:
3.0.5 64 bits
OS/device including version:
Issue description:
I've been testing Baked Lighting recently and found quite a lot of odd stuff.
Something like shown in the screenshot happens:
Not nice, not expected at all.
But if I only enable gen-lighting on re-import this happens:
Nice and expected
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
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
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