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LightmapGI: Pixellated Shadows #63435

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WickedInsignia opened this issue Jul 25, 2022 · 3 comments
Closed

LightmapGI: Pixellated Shadows #63435

WickedInsignia opened this issue Jul 25, 2022 · 3 comments

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@WickedInsignia
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Godot version

4.0 Alpha 12

System information

Windows 10, GTX1080, i7 6700

Issue description

Godot 4's LightmapGI exhibits pixelated shadows. This is a regression from the improved CPU lightmapper in 3.x.

Godot 4's lightmap shadows with a directional light:

Godot4LightmapGIShadows

Godot 3's lightmap shadows with identical scene settings:

Godot3LightmapGIShadows

Steps to reproduce

  • Open MPR
  • Optionally, bake any light in Godot 4 with shadows active

Minimal reproduction project

Godot 4:
LightmapQualityExampleG4.zip

Godot 3.4.4:
LightmapQualityExampleG3.zip

@Calinou
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Calinou commented Jul 25, 2022

Duplicate of #49935.

@Calinou Calinou closed this as not planned Won't fix, can't repro, duplicate, stale Jul 25, 2022
@WickedInsignia
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WickedInsignia commented Jul 25, 2022

@Calinou I noticed light bleeding in G4 vs G3.
Could this be due to the lack of bicubic sampling or possibly another issue?
Just gauging whether to bother with a report to keep track of it.

Godot 4:
LightmapBleed01_Godot4
LightmapBleed02_Godot4

Godot 3:
LightmapBleed01_Godot3
LightmapBleed02_Godot3

@Calinou
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Calinou commented Jul 25, 2022

@Calinou I noticed light bleeding in G4 vs G3.
Could this be due to the lack of bicubic sampling or possibly another issue?
Just gauging whether to bother with a report to keep track of it.

Please create a separate issue with a minimal reproduction project attached. I could notice increased lightmap bleeding when updating the global illumination demo to readd lightmaps, but haven't found any combination of settings that resolves it.

Edit: Issue opened: #63437

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