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Improve and update Baked lightmaps for 3.3's CPU lightmapper
This commit is contained in:
@@ -6,29 +6,37 @@ Baked lightmaps
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Introduction
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------------
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Baked lightmaps are an alternative workflow for adding indirect (or baked)
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lighting to a scene. Unlike the :ref:`doc_gi_probes` approach,
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baked lightmaps work fine on low-end PCs and mobile devices, as they consume
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almost no resources at run-time.
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Baked lightmaps are an alternative workflow for adding indirect (or fully baked)
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lighting to a scene. Unlike the :ref:`doc_gi_probes` approach, baked lightmaps
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work fine on low-end PCs and mobile devices, as they consume almost no resources
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at run-time. Also unlike GIProbe, baked lightmaps can optionally be used to
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store direct lighting, which provides even further performance gains.
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Unlike ``GIProbe``\ s, Baked Lightmaps are completely static. Once baked, they can't be
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modified at all. They also don't provide the scene with
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reflections, so using :ref:`doc_reflection_probes` together with it on interiors
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(or using a Sky on exteriors) is a requirement to get good quality.
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Unlike GIProbes, Baked Lightmaps are completely static. Once baked, they
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can't be modified at all. They also don't provide the scene with reflections, so
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using :ref:`doc_reflection_probes` together with it on interiors (or using a Sky
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on exteriors) is a requirement to get good quality.
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As they are baked, they have fewer problems than ``GIProbe`` regarding light bleeding,
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and indirect light can look better if using Raytrace
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mode on high quality setting (but baking can take a while).
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As they are baked, they have fewer problems than ``GIProbe`` regarding light
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bleeding, and indirect light will often look better. The downside is that baking
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lightmaps takes much longer than baking a GIProbe. While baking a GIProbe can be
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done in a matter of seconds, baking lightmaps will take several minutes if not
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more. This can slow down iteration speed significantly, so it is recommended to
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bake lightmaps only when you actually need to see changes in lighting.
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Baking lightmaps will also reserve baked materials' UV2 slot, which means you can
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no longer use it for other purposes in materials (either in the built-in
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:ref:`doc_standard_material_3d` or in custom shaders).
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In the end, deciding which indirect lighting approach is better depends on your
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use case. In general, GIProbe looks better and is much
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easier to set up. For mobile or low-end compatibility, though, Baked Lightmaps
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are your only choice.
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use case. In general, GIProbe is easier to set up and works better with dynamic
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objects. For mobile or low-end compatibility, though, baked lightmaps are your
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only choice.
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Visual comparison
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-----------------
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Here are some comparisons of how Baked Lightmaps vs. GIProbe look. Notice that
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Here are some comparisons of how BakedLightmap vs. GIProbe look. Notice that
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lightmaps are more accurate, but also suffer from the fact
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that lighting is on an unwrapped texture, so transitions and resolution may not
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be that good. GIProbe looks less accurate (as it's an approximation), but
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@@ -46,28 +54,36 @@ not share pixels in the texture.
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There are a few ways to ensure your object has a unique UV2 layer and texture size:
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Unwrap from your 3D DCC
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~~~~~~~~~~~~~~~~~~~~~~~
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Unwrap on scene import
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~~~~~~~~~~~~~~~~~~~~~~
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One option is to do it from your favorite 3D app. This approach is generally
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not recommended, but it's explained first so that you know it exists.
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The main advantage is that, on complex objects that you may want to re-import a
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lot, the texture generation process can be quite costly within Godot,
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so having it unwrapped before import can be faster.
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This is probably the best approach overall. The only downside is that, on large
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models, unwrapping can take a while on import. Nonetheless, Godot will cache the UV2
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across reimports, so it will only be regenerated when needed.
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Simply do an unwrap on the second UV2 layer.
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Select the imported scene in the filesystem dock, then go to the **Import** dock.
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There, the following option can be modified:
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.. image:: img/baked_light_blender.png
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.. image:: img/baked_light_import.png
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And import normally. Remember you will need to set the texture size on the mesh
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after import.
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The **Light Baking** mode needs to be set to **Gen Lightmaps**. A texel size
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in world units must also be provided, as this will determine the
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final size of the lightmap texture (and, in consequence, the UV padding in the map).
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.. image:: img/baked_light_lmsize.png
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The effect of setting this option is that all meshes within the scene will have
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their UV2 maps properly generated.
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If you use external meshes on import, the size will be kept.
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Be wary that most unwrappers in 3D DCCs are not quality oriented, as they are
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meant to work quickly. You will mostly need to use seams or other techniques to
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create better unwrapping.
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.. warning::
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When reusing a mesh within a scene, keep in mind that UVs will be generated
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for the first instance found. If the mesh is re-used with different scales
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(and the scales are wildly different, more than half or twice), this will
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result in inefficient lightmaps. Don't reuse a source mesh at significantly
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different scales if you are planning to use lightmapping.
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Also, the ``*.unwrap_cache`` files should *not* be ignored in version control
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as these files guarantee that UV2 reimports are consistent across platforms
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and engine versions.
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Unwrap from within Godot
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~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -80,28 +96,28 @@ It can be found in the Mesh menu:
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This will generate a second set of UV2 coordinates which can be used for baking,
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and it will also set the texture size automatically.
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Unwrap on scene import
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~~~~~~~~~~~~~~~~~~~~~~
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Unwrap from your 3D DCC
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~~~~~~~~~~~~~~~~~~~~~~~
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This is probably the best approach overall. The only downside is that, on large
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models, unwrapping can take a while on import.
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Just select the imported scene in the filesystem dock, then go to the Import tab.
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There, the following option can be modified:
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The last option is to do it from your favorite 3D app. This approach is generally
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not recommended, but it's explained first so that you know it exists.
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The main advantage is that, on complex objects that you may want to re-import a
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lot, the texture generation process can be quite costly within Godot,
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so having it unwrapped before import can be faster.
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.. image:: img/baked_light_import.png
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Simply do an unwrap on the second UV2 layer.
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The **Light Baking** mode needs to be set to **"Gen Lightmaps"**. A texel size
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in world units must also be provided, as this will determine the
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final size of the lightmap texture (and, in consequence, the UV padding in the map).
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.. image:: img/baked_light_blender.png
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The effect of setting this option is that all meshes within the scene will have
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their UV2 maps properly generated.
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Then import the 3D scene normally. Remember you will need to set the texture
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size on the mesh after import.
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As a word of warning: When reusing a mesh within a scene, keep in mind that UVs
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will be generated for the first instance found. If the mesh is re-used with different
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scales (and the scales are wildly different, more than half or twice), this will
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result in inefficient lightmaps. Just don't reuse a source mesh at different scales
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if you are planning to use lightmapping.
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.. image:: img/baked_light_lmsize.png
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If you use external meshes on import, the size will be kept.
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Be wary that most unwrappers in 3D DCCs are not quality oriented, as they are
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meant to work quickly. You will mostly need to use seams or other techniques to
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create better unwrapping.
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Checking UV2
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~~~~~~~~~~~~
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@@ -114,7 +130,7 @@ Make sure, if something is failing, to check that the meshes have these UV2 coor
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Setting up the scene
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--------------------
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Before anything is done, a **BakedLightmap** Node needs to be added to a scene.
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Before anything is done, a **BakedLightmap** node needs to be added to a scene.
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This will enable light baking on all nodes (and sub-nodes) in that scene, even
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on instanced scenes.
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@@ -137,7 +153,7 @@ Setting up meshes
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~~~~~~~~~~~~~~~~~
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For a **MeshInstance** node to take part in the baking process, it needs to have
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the "Use in Baked Light" property enabled.
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the **Use in Baked Light** property enabled.
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.. image:: img/baked_light_use.png
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@@ -157,65 +173,173 @@ can be controlled from the **Bake Mode** menu in lights:
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The modes are:
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- **Disabled:** Light is ignored in baking. Keep in mind hiding a light will have no effect for baking, so this must be used instead.
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- **Indirect:** This is the default mode. Only indirect lighting will be baked.
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- **All:** Both indirect and direct lighting will be baked. If you don't want the light to appear twice (dynamically and statically), simply hide it.
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Disabled
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^^^^^^^^
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Baking quality
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~~~~~~~~~~~~~~
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The light is ignored when baking lightmaps. Keep in mind hiding a light will have
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no effect for baking, so this must be used instead of hiding the Light node.
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``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to compute
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lighting. Voxel size can be adjusted with the **Bake Subdiv** parameter.
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More subdivision results in more detail, but also takes more time to bake.
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This is the mode to use for dynamic lighting effects such as explosions and weapon effects.
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In general, the defaults are good enough. There is also a **Capture Subdivision**
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(that must always be equal to or less than the main subdivision), which is used
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for capturing light in dynamic objects (more on that later). Its default value
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is also good enough for most cases.
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Indirect
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^^^^^^^^
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.. image:: img/baked_light_capture.png
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This is the default mode, and is a compromise between performance and real-time
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friendliness. Only indirect lighting will be baked. Direct light and shadows are
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still real-time, as they would be without BakedLightmap.
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Besides the capture size, quality can be modified by setting the **Bake Mode**.
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Two modes of capturing indirect are provided:
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This mode allows performing *subtle* changes to a light's color, energy and
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position while still looking fairly correct. For example, you can use this
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to create flickering static torches that have their indirect light baked.
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.. image:: img/baked_light_mode.png
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All
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^^^
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- **Voxel Cone**: Trace: Is the default one; it's less precise, but faster. Looks similar to (but slightly better than) ``GIProbe``.
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- **Ray Tracing**: This method is more precise, but can take considerably longer to bake. If used in low or medium quality, some scenes may produce grain.
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Both indirect and direct lighting will be baked. Since static surfaces can skip
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lighting and shadow computations entirely, this mode provides the best
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performance along with smooth shadows that never fade based on distance. The
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real-time light will not affect baked surfaces anymore, but it will still affect
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dynamic objects. When using the **All** bake mode on a light, dynamic objects
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will not cast real-time shadows onto baked surfaces, so you need to use a
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different approach such as blob shadows instead. Blob shadows can be implemented
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with a Sprite3D + RayCast setup, or a negative SpotLight pointing down with its
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bake mode set to **Disabled**.
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The light will not be adjustable at all during gameplay; moving
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it and changing its color will not have any effect on static surfaces.
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Since bake modes can be adjusted on a per-light basis, it is possible to create
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hybrid baked light setups. One popular option is to use a real-time
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DirectionalLight with its bake mode set to **Indirect**, and use the **All**
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bake mode for OmniLights and SpotLights. This provides good performance while
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still allowing dynamic objects to cast real-time shadows in outdoor areas.
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Baking
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------
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To begin the bake process, just push the big **Bake Lightmaps** button on top
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when selecting the ``BakedLightmap`` node:
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To begin the bake process, just push the **Bake Lightmaps** button on top
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when selecting the BakedLightmap node:
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.. image:: img/baked_light_bake.png
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This can take from seconds to minutes (or hours) depending on scene size, bake
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method and quality selected.
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Balancing bake times with quality
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Since high-quality bakes can take very long (up to several hours for large complex scenes),
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it is recommended to use lower quality settings at first. Then, once you are confident
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with your scene's lighting setup, raise the quality settings and perform a "final"
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bake before exporting your project.
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Configuring bake
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~~~~~~~~~~~~~~~~
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Several more options are present for baking:
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- **Bake Subdiv**: The Godot lightmapper uses a grid to transfer light information around; the default value is fine and should work for most cases. Increase it in case you want better lighting on small details or your scene is large.
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- **Capture Subdiv**: This is the grid used for real-time capture information (lighting dynamic objects). Default value is generally OK, it's usually smaller than Bake Subdiv and can't be larger than it.
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- **Bake Quality**: Three bake quality modes are provided, Low, Medium and High. Higher quality takes more time.
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- **Bake Mode**: The baker can use two different techniques: *Voxel Cone Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate).
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- **Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in ``GIProbe``.
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- **HDR**: If disabled, lightmaps are smaller, but can't capture any light over white (1.0).
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- **Image Path**: Where lightmaps will be saved. By default, on the same directory as the scene ("."), but can be tweaked.
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- **Extents**: Size of the area affected (can be edited visually)
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- **Light Data**: Contains the light baked data after baking. Textures are saved to disk, but this also contains the capture data for dynamic objects, which can be a bit heavy. If you are using .tscn formats (instead of .scn), you can save it to disk.
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- **Bake Extents**: The size of the area affected. This can be edited in the 3D
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editor viewport using the handles. Any object that can have lightmaps baked and
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is *touching* the bake extents will have lightmaps baked for it, but dynamic
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object capture will only work within the extents.
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Tweaks
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^^^^^^
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- **Quality:** Three bake quality modes are provided: Low, Medium, High, and Ultra.
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Higher quality takes more time, but result in a better-looking lightmap with
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less noise. The difference is especially noticeable with emissive materials or
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areas that get little to no direct lighting.
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- **Bounces:** The number of bounces to use for indirect lighting. The default value (3)
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is a good compromise between bake times and quality. Higher values will make
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light bounce around more times before it stops, which makes indirect lighting
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look smoother (but also brighter). During the initial lighting iteration work,
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it is recommended to decrease the number of bounces to 1 to speed up baking.
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Remember that your scene will be darker when decreasing the number of bounces.
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- **Use Denoiser:** If enabled, uses OpenImageDenoise to make the lightmap
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significantly less noisy. This increases bake times and can occasionally
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introduce artifacts, but the result is often worth it.
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- **Use Hdr:** If disabled, lightmaps are smaller on disk, but they won't be
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able to capture any light over white (1.0). This will result in visible clipping
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if you have bright lights in your scene. When HDR is disabled, banding may also
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be visible in the lightmap.
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- **Use Color:** If disabled, lightmaps are smaller on disk, but the lightmap
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won't be able to store colored lighting. When baking indirect light only, the
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difference may be barely visible since indirect light is generally not highly
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saturated. However, when baking both direct and indirect lighting using the
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**All** bake mode on a light, this will turn colored lighting into grayscale
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lighting. This can be disabled together with HDR to get the smallest possible
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lightmap file at a given resolution.
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- **Bias:** The offset value to use for shadows in 3D units. You generally don't
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need to change this value, except if you run into issues with light bleeding or
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dark spots in your lightmap after baking. This setting does not affect real-time
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shadows casted on baked surfaces.
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- **Default Texels Per Unit:** For meshes that do not specify their own lightmap
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texel density, this will be used as the value. Higher values result in
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*lower-resolution* lightmaps, which result in faster bake times and lower file
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sizes at the cost of blurrier indirect lighting and shadows.
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Atlas
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^^^^^
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- **Generate:** If enabled, a texture atlas will be generated for the lightmap.
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This results in more efficient rendering, but is only compatible with the
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GLES3 rendering backend. Disable this setting if your project is allowed to
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fall back to GLES2. (This is not the case by default and must be enabled in
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the Project Settings.) *This setting is ignored when the project is configured
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to use GLES2 by default.*
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- **Max Size:** The maximum size of the atlas in pixels. Higher values result
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in a more efficient atlas, but are less compatible with old/low-end hardware.
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If in doubt, leave this setting on its default value (4096).
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Capture
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^^^^^^^
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- **Enabled:** This enables probe capture so that dynamic objects can *receive* indirect lighting.
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Regardless of this setting's value, dynamic objects will not be able to
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*contribute* indirect lighting to the scene. This is a limitation of lightmaps.
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- **Cell Size:** The distance between lightmap probes in 3D units. Higher values
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result in more sparse probe placement, which decreases bake times and file
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size at the cost of lower lighting accuracy for dynamic objects.
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- **Quality:** The lightmap probe generation quality. Higher values result in
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more accurate lighting, but take longer to bake. This setting does not affect
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the *density* of the lightmap probes, only their quality.
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- **Propagation:** Similar to :ref:`GIProbe <doc_gi_probes>`'s Propagation property.
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Higher values result in brighter and more diffuse indirect lighting for
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dynamic objects. Adjust this value depending on your scene to make dynamic
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objects better fit with static baked lighting.
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Data
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^^^^
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- **Light Data**: Contains the light baked data after baking. Textures are saved
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to disk, but this also contains the capture data for dynamic objects, which can
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be heavy. If you are using a scene in ``.tscn`` format, you should save this
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resource to an external binary ``.lmbake`` file to avoid bloating the ``.tscn``
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scene with binary data encoded in Base64.
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The Light Data resource can be edited to adjust two additional properties:
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- **Energy:** Adjusts the lightmap's brightness. Higher values result in brighter lightmaps.
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This can be adjusted at run-time for short-lived dynamic effects such as thunderstorms.
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However, keep in mind that it will affect *all* baked lights.
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- **Interior:** If enabled, dynamic objects will not make use of environment lighting
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and will use light probes for ambient lighting exclusively. If disabled, both
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environment lighting and light probes are used to light up dynamic objects.
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.. tip::
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The generated EXR file can be viewed and even edited using an image editor
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to perform post-processing if needed. However, keep in mind that changes to
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the EXR file will be lost when baking lightmaps again.
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Dynamic objects
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---------------
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In other engines or lightmapper implementations, you are required to manually
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place small objects called "lightprobes" all around the level to generate *capture*
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data. This is used to, then, transfer the light to dynamic objects that move
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around the scene.
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In other engines or lightmapper implementations, you are generally required to
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manually place small objects called "lightprobes" all around the level to
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generate *capture* data. This is then used to transfer the light to dynamic
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objects that move around the scene.
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However, this implementation of lightmapping uses a different method. The process is
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automatic, so you don't have to do anything. Just move your objects around, and
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