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Lightmap baking crashes the engine when baking a certain mesh #45529
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Confirmed with the MRP on Linux, here's a backtrace from a debug build:
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@JFonS mentions he has a fix here #45296 (comment) |
@NHodgesVFX a simple fix was to simply Unwrap UV2 in the engine, but the error reason is unknown, that's why I posted it |
Fixed by #45752. |
I get this error on a tree mesh that uses a detail mask with UV2, which crashes the engine. The UV2 map is scaled up quite large, which works fine in blender and in the godot material. If I remake the UV2 layer in Godot, it allows the mesh to be baked but the result is very dark and splotchy like the tree has burned, and the detail mask has been destroyed. And trees that are not marked for baked lighting now glow. I can lighten up the dark tree by forcing the environment min light, but I'm sure that has ramifications I don't want. And the UV maps are still messed up.
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@tinmanjuggernaut Please open a new issue with a minimal reproduction project attached. |
**Godot version:3.2.4.rc.1
OS/device including version: Linux 5.4.89-1-MANJARO x86_64 - GNU/Linux
GPU: GTX1070, Nvidia driver 460.32.03, GLES3
Issue description:
When baking a certain mesh, the engine crashes and produce an error
Steps to reproduce:
1- Select Lightmapper
2- Press Bake
Minimal reproduction project:
PLEASE RENAME THE ARCHIVE TO "LightMapBug3.2.4.rc1.7z" (remove ".zip" extention)
LightMapBug3.2.4.rc1.7z.zip
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