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CPU lightmapper does not react to non-default environment Color, Energy or Sky Contribution when using the Scene environment mode #56078

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Tracked by #56080
Calinou opened this issue Dec 19, 2021 · 1 comment

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@Calinou
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Calinou commented Dec 19, 2021

Related to #56138 (which is the same issue but for master's GPU lightmapper).

Godot version

3.4.stable, 3.5.beta (71d8ccb)

System information

Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)

Issue description

The CPU lightmapper does not react to non-default environment Color, Energy or Sky Contribution in WorldEnvironment when the BakedLightmap is configured to use the Scene environment mode. I made sure to bake lightmaps again after changing the Environment's ambient light properties.
The CPU lightmapper does react to custom sky orientation/rotation though.

This may also be occuring when using the Custom Sky environment mode in BakedLightmap, but I didn't test that yet.

Left: real-time ambient lighting, right: baked ambient lighting

Default environment settings

2021-12-20_00 34 09

Ambient Color #000000, Sky Contribution = 0.5, Energy = 1.0

2021-12-20_00 35 02

Ambient Color #000000, Sky Contribution = 1.0, Energy = 0.5

2021-12-20_00 36 22

Ambient Color #604020, Sky Contribution = 0.0, Energy = 1.0

2021-12-20_00 37 42

Steps to reproduce

  • Add a WorldEnvironment node. Configure a ProceduralSky.
  • Add a BakedLightmap node. Set the environment mode to Scene.
  • Instance two identical 3D scenes imported with the Gen Lightmaps option. One of them must be placed inside the BakedLightmap's bounds, whereas the other one must be placed fully outside – its AABB must not touch the BakedLightmap's bounds.
  • Select the BakedLightmap node and click Bake Lightmaps at the top of the 3D editor viewport.
  • Remember to bake lightmaps every time you adjust the ambient light settings!

Minimal reproduction project

test_lightmap_environment_3.x.zip

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