My interior lights look quite ugly right now and i have no idea how to fix it. I can't increase the shadow size for performance reasons. How can i make the shadows look more realistic? I feel that like in reality, they should reach beyond the direct ray casts (reflections?) but i'm not sure what's wrong. This is my first 3d lighting attempt.
#How do i perfect the lighting of interior room lights?
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also, the lights just infinitely multiply? I guess i could use some energy sum threshold/clamp?
if anyone could at least steer me in the right direction i'd be very grateful.
Reflections like that are pretty expensive, even more so than defined shadows. But i think Godot has the VoxelGI nodes for that.
Older games usually had to choose between baked shadows (which don't have any real performance cost, but cannot change due to the light moving) or plain dynamic lights without shadows (so anything that is not directly illuminated is pitch black)
i can bake shadows as long as the lights will not move but the walls are buildable so i need to be able to rebake them in runtime without the game freezing
Your only real options are to devise your own shadow baking system or to bite the bullet and deal with the performance cost.
This is a common issue with games and it is basically a hardware limitation.
@chilly quartz could you steer me into what should i look for if i want to figure out my own shadow baking system?
I haven't really done shadows in Godot. I am not sure about all the tools available.
The docs have a page about lighting. And apparently the baking is set on the Light3D node itself.
Godot Engine documentation
Introduction: Light sources emit light that mixes with the materials and produces a visible result. Light can come from several types of sources in a scene: From the material itself, in the form of...