#Lightmap bleeding

5 messages · Page 1 of 1 (latest)

midnight pivot
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I have this scene where I'm using LightmapGI. I've been noticing these errors in a number of places, where the lightmap is not correctly baking surfaces next to each other.
My scene was made in Blender, and Godot unwrapped the UV2s for me.

I've turned the denoiser off and decreased the lightmap texel size in the scene's glb file import options, thinking it was the issue. But it's only made it more clear that the lightmapper is just totally off the mark

Am I meant to do something when I have overlapping geometry like this?

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Lightmap bleeding

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standby, going to upload a discord-friendly video

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Is it normal to have all the faces under the ground mesh to be lit like that? That is the ambient lighting I assume.. Im starting to think it should also be shadowed