mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
541 lines
24 KiB
ReStructuredText
541 lines
24 KiB
ReStructuredText
.. _doc_using_lightmap_gi:
|
||
|
||
Using Lightmap global illumination
|
||
==================================
|
||
|
||
Baked lightmaps are a workflow for adding indirect (or fully baked)
|
||
lighting to a scene. Unlike the :ref:`VoxelGI <doc_using_voxel_gi>` and
|
||
:ref:`SDFGI <doc_using_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
|
||
and mobile devices, as they consume almost no resources at runtime. Also unlike
|
||
VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct
|
||
lighting, which provides even further performance gains.
|
||
|
||
Unlike VoxelGI and SDFGI, baked lightmaps are completely static. Once baked, they
|
||
can't be modified at all. They also don't provide the scene with reflections, so
|
||
using :ref:`doc_reflection_probes` together with it on interiors (or using a Sky
|
||
on exteriors) is a requirement to get good quality.
|
||
|
||
As they are baked, they have fewer problems than VoxelGI and SDFGI regarding
|
||
light bleeding, and indirect light will often look better. The downside is that
|
||
baking lightmaps takes longer compared to baking VoxelGI. While baking VoxelGI
|
||
can be done in a matter of seconds, baking lightmaps can take several minutes if
|
||
not more. This can slow down iteration speed significantly, so it is recommended
|
||
to bake lightmaps only when you actually need to see changes in lighting. Since
|
||
Godot 4.0, lightmaps are baked on the GPU, making light baking faster if you
|
||
have a mid-range or high-end dedicated GPU.
|
||
|
||
Baking lightmaps will also reserve baked materials' UV2 slot, which means you can
|
||
no longer use it for other purposes in materials (either in the built-in
|
||
:ref:`doc_standard_material_3d` or in custom shaders).
|
||
|
||
Despite their lack of flexibility, baked lightmaps typically offer both the best
|
||
quality *and* performance at the same time in (mostly) static scenes. This makes
|
||
lightmaps still popular in game development, despite lightmaps being the
|
||
oldest technique for global illumination in video games.
|
||
|
||
.. seealso::
|
||
|
||
Not sure if LightmapGI is suited to your needs?
|
||
See :ref:`doc_introduction_to_global_illumination_comparison`
|
||
for a comparison of GI techniques available in Godot 4.
|
||
|
||
Visual comparison
|
||
-----------------
|
||
|
||
.. figure:: img/gi_none.webp
|
||
:alt: LightmapGI disabled.
|
||
|
||
LightmapGI disabled.
|
||
|
||
.. figure:: img/gi_lightmap_gi_indirect_only.webp
|
||
:alt: LightmapGI enabled (with indirect light baked only).
|
||
|
||
LightmapGI enabled (with indirect light baked only). Direct light is still
|
||
real-time, allowing for subtle changes during gameplay.
|
||
|
||
.. figure:: img/gi_lightmap_gi_direct_and_indirect.webp
|
||
:alt: LightmapGI enabled (with direct and indirect light baked).
|
||
|
||
LightmapGI enabled (with direct and indirect light baked). Best performance,
|
||
but lower quality visuals. Notice the blurrier sun shadow in the top-right
|
||
corner.
|
||
|
||
Here are some comparisons of how LightmapGI vs. VoxelGI look. Notice that
|
||
lightmaps are more accurate, but also suffer from the fact
|
||
that lighting is on an unwrapped texture, so transitions and resolution may not
|
||
be that good. VoxelGI looks less accurate (as it's an approximation), but
|
||
smoother overall.
|
||
|
||
.. image:: img/lightmap_gi_comparison.png
|
||
|
||
SDFGI is also less accurate compared to LightmapGI. However, SDFGI can support
|
||
large open worlds without any need for baking.
|
||
|
||
Setting up
|
||
----------
|
||
|
||
.. warning::
|
||
|
||
Baking lightmaps in the Android and web editors is not supported due to
|
||
graphics API limitations on those devices. On Android and web platforms,
|
||
only *rendering* lightmaps that were baked on a desktop PC is supported.
|
||
|
||
First of all, before the lightmapper can do anything, the objects to be baked need
|
||
a UV2 layer and a texture size. A UV2 layer is a set of secondary texture coordinates
|
||
that ensures any face in the object has its own place in the UV map. Faces must
|
||
not share pixels in the texture.
|
||
|
||
There are a few ways to ensure your object has a unique UV2 layer and texture size:
|
||
|
||
Unwrap on scene import (recommended)
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
In most scenarios, this is the best approach to use. The only downside is that,
|
||
on large models, unwrapping can take a while on import. Nonetheless, Godot will
|
||
cache the UV2 across reimports, so it will only be regenerated when needed.
|
||
|
||
Select the imported scene in the filesystem dock, then go to the **Import** dock.
|
||
There, the following option can be modified:
|
||
|
||
.. image:: img/lightmap_gi_import.webp
|
||
|
||
The **Meshes > Light Baking** option must be set to **Static Lightmaps (VoxelGI/SDFGI/LightmapGI)**:
|
||
|
||
.. image:: img/lightmap_gi_mesh_import_meshes.webp
|
||
|
||
When unwrapping on import, you can adjust the texture size using the **Meshes > Lightmap
|
||
Texel Size** option. *Lower* values will result in more detailed lightmaps,
|
||
possibly resulting in higher visual quality at the cost of longer bake times and
|
||
larger lightmap file sizes. The default value of ``0.2`` is suited for
|
||
small/medium-sized scenes, but you may want to increase it to ``0.5`` or even
|
||
more for larger scenes. This is especially the case if you're baking indirect
|
||
lighting only, as indirect light is low-frequency data (which means it doesn't
|
||
need high-resolution textures to be accurately represented).
|
||
|
||
The effect of setting this option is that all meshes within the scene will have
|
||
their UV2 maps properly generated.
|
||
|
||
.. warning::
|
||
|
||
When reusing a mesh within a scene, keep in mind that UVs will be generated
|
||
for the first instance found. If the mesh is re-used with different scales
|
||
(and the scales are wildly different, more than half or twice), this will
|
||
result in inefficient lightmaps. To avoid this, adjust the **Lightmap
|
||
Scale** property in the GeometryInstance3D section of a MeshInstance3D node.
|
||
This lets you *increase* the level of lightmap detail for specific
|
||
MeshInstance3D nodes (but not decrease it).
|
||
|
||
Also, the ``*.unwrap_cache`` files should *not* be ignored in version control
|
||
as these files guarantee that UV2 reimports are consistent across platforms
|
||
and engine versions.
|
||
|
||
Unwrap from within Godot
|
||
^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
.. warning::
|
||
|
||
If this Mesh menu operation is used on an imported 3D scene, the generated
|
||
UV2 will be lost when the scene is reloaded.
|
||
|
||
Godot has an option to unwrap meshes and visualize the UV channels. After
|
||
selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the top
|
||
of the 3D editor viewport:
|
||
|
||
.. image:: img/lightmap_gi_mesh_menu.webp
|
||
|
||
This will generate a second set of UV2 coordinates which can be used for baking.
|
||
It will also set the texture size automatically.
|
||
|
||
Unwrap from your 3D modeling software
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
The last option is to do it from your favorite 3D app. This approach is
|
||
generally **not recommended**, but it's explained so that you know it exists.
|
||
The main advantage is that, on complex objects that you may want to re-import a
|
||
lot, the texture generation process can be quite costly within Godot, so having
|
||
it unwrapped before import can be faster.
|
||
|
||
Simply do an unwrap on the second UV2 layer.
|
||
|
||
.. image:: img/lightmap_gi_blender.webp
|
||
|
||
Then import the 3D scene normally. Remember you will need to set the texture
|
||
size on the mesh after import.
|
||
|
||
.. image:: img/lightmap_gi_lmsize.webp
|
||
|
||
If you use external meshes on import, the size will be kept. Be wary that most
|
||
unwrappers in 3D modeling software are not quality-oriented, as they are meant
|
||
to work quickly. You will mostly need to use seams or other techniques to create
|
||
better unwrapping.
|
||
|
||
Generating UV2 for primitive meshes
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
.. note::
|
||
|
||
This option is only available for primitive meshes such as :ref:`class_BoxMesh`,
|
||
:ref:`class_CylinderMesh`, :ref:`class_PlaneMesh`, etc.
|
||
|
||
Enabling UV2 on primitive meshes allows you to make them receive and contribute
|
||
to baked lighting. This can be used in certain lighting setups. For instance,
|
||
you could hide a torus that has an emissive material after baking lightmaps to
|
||
create an area light that follows the shape of a torus.
|
||
|
||
By default, primitive meshes do not have UV2 generated to save resources (as
|
||
these meshes may be created during gameplay). You can edit a primitive mesh in
|
||
the inspector and enable **Add UV2** to make the engine procedurally generate
|
||
UV2 for a primitive mesh. The default **UV2 Padding** value is tuned to avoid
|
||
most lightmap bleeding, without wasting too much space on the edges. If you
|
||
notice lightmap bleeding on a specific primitive mesh only, you may have to
|
||
increase **UV2 Padding**.
|
||
|
||
**Lightmap Size Hint** represents the size taken by a single mesh on the
|
||
lightmap texture, which varies depending on the mesh's size properties and the
|
||
**UV2 Padding** value. **Lightmap Size Hint** should not be manually changed, as
|
||
any modifications will be lost when the scene is reloaded.
|
||
|
||
Checking UV2
|
||
^^^^^^^^^^^^
|
||
|
||
In the **Mesh** menu mentioned before, the UV2 texture coordinates can be visualized.
|
||
If something is failing, double-check that the meshes have these UV2 coordinates:
|
||
|
||
.. image:: img/lightmap_gi_uvchannel.webp
|
||
|
||
Setting up the scene
|
||
--------------------
|
||
|
||
Before anything is done, a **LightmapGI** node needs to be added to a scene.
|
||
This will enable light baking on all nodes (and sub-nodes) in that scene, even
|
||
on instanced scenes.
|
||
|
||
.. image:: img/lightmap_gi_scene.webp
|
||
|
||
A sub-scene can be instanced several times, as this is supported by the baker.
|
||
Each instance will be assigned a lightmap of its own. To avoid issues with
|
||
inconsistent lightmap texel scaling, make sure to respect the rule about mesh
|
||
scaling mentioned before.
|
||
|
||
Setting up meshes
|
||
^^^^^^^^^^^^^^^^^
|
||
|
||
For a **MeshInstance3D** node to take part in the baking process, it needs to have
|
||
its bake mode set to **Static**. Meshes that have their bake mode set to **Disabled**
|
||
or **Dynamic** will be ignored by the lightmapper.
|
||
|
||
.. image:: img/lightmap_gi_use.webp
|
||
|
||
When auto-generating lightmaps on scene import, this is enabled automatically.
|
||
|
||
Setting up lights
|
||
^^^^^^^^^^^^^^^^^
|
||
|
||
Lights are baked with indirect light only by default. This means that shadowmapping
|
||
and lighting are still dynamic and affect moving objects, but light bounces from
|
||
that light will be baked.
|
||
|
||
Lights can be disabled (no bake) or be fully baked (direct and indirect). This
|
||
can be controlled from the **Bake Mode** menu in lights:
|
||
|
||
.. image:: img/lightmap_gi_bake_mode.webp
|
||
|
||
The modes are:
|
||
|
||
Disabled
|
||
^^^^^^^^
|
||
|
||
The light is ignored when baking lightmaps. This is the mode to use for dynamic
|
||
lighting effects such as explosions and weapon effects.
|
||
|
||
.. warning::
|
||
|
||
Hiding a light has no effect on the resulting lightmap bake. This means
|
||
you must use the Disabled bake mode instead of hiding the Light node by
|
||
disabling its **Visible** property.
|
||
|
||
Dynamic
|
||
^^^^^^^
|
||
|
||
This is the default mode, and is a compromise between performance and real-time
|
||
friendliness. Only indirect lighting will be baked. Direct light and shadows are
|
||
still real-time, as they would be without LightmapGI.
|
||
|
||
This mode allows performing *subtle* changes to a light's color, energy and
|
||
position while still looking fairly correct. For example, you can use this
|
||
to create flickering static torches that have their indirect light baked.
|
||
|
||
Static
|
||
^^^^^^
|
||
|
||
Both indirect and direct lighting will be baked. Since static surfaces can skip
|
||
lighting and shadow computations entirely, this mode provides the best
|
||
performance along with smooth shadows that never fade based on distance. The
|
||
real-time light will not affect baked surfaces anymore, but it will still affect
|
||
dynamic objects. When using the **All** bake mode on a light, dynamic objects
|
||
will not cast real-time shadows onto baked surfaces, so you need to use a
|
||
different approach such as blob shadows instead. Blob shadows can be implemented
|
||
with a Decal node.
|
||
|
||
The light will not be adjustable at all during gameplay. Moving the light or
|
||
changing its color (or energy) will not have any effect on static surfaces.
|
||
|
||
Since bake modes can be adjusted on a per-light basis, it is possible to create
|
||
hybrid baked light setups. One popular option is to use a real-time
|
||
DirectionalLight with its bake mode set to **Dynamic**, and use the **Static**
|
||
bake mode for OmniLights and SpotLights. This provides good performance while
|
||
still allowing dynamic objects to cast real-time shadows in outdoor areas.
|
||
|
||
Fully baked lights can also make use of light nodes' **Size** (omni/spot) or
|
||
**Angular Distance** (directional) properties. This allows for shadows with
|
||
realistic penumbra that increases in size as the distance between the caster and
|
||
the shadow increases. This also has a lower performance cost compared to
|
||
real-time PCSS shadows, as only dynamic objects have real-time shadows rendered
|
||
on them.
|
||
|
||
.. image:: img/lightmap_gi_omnilight_size.png
|
||
|
||
Baking
|
||
------
|
||
|
||
To begin the bake process, click the **Bake Lightmaps** button at the top of the
|
||
3D editor viewport when selecting the LightmapGI node:
|
||
|
||
.. image:: img/lightmap_gi_bake.webp
|
||
|
||
This can take from seconds to minutes (or hours) depending on scene size, bake
|
||
method and quality selected.
|
||
|
||
.. warning::
|
||
|
||
Baking lightmaps is a process that can require a lot of video memory,
|
||
especially if the resulting texture is large. Due to internal limitations,
|
||
the engine may also crash if the generated texture size is too large (even
|
||
on systems with a lot of video memory).
|
||
|
||
To avoid crashes, make sure the lightmap texel size in the Import dock is
|
||
set to a high enough value.
|
||
|
||
Tweaks
|
||
^^^^^^
|
||
|
||
- **Quality:** Four bake quality modes are provided: Low, Medium, High, and
|
||
Ultra. Higher quality takes more time, but result in a better-looking lightmap
|
||
with less noise. The difference is especially noticeable with emissive
|
||
materials or areas that get little to no direct lighting. Each bake quality
|
||
mode can be further adjusted in the Project Settings.
|
||
- **Bounces:** The number of bounces to use for indirect lighting. The default
|
||
value (``3``) is a good compromise between bake times and quality. Higher
|
||
values will make light bounce around more times before it stops, which makes
|
||
indirect lighting look smoother (but also possibly brighter depending on
|
||
materials and geometry).
|
||
- **Bounce Indirect Energy:** The global multiplier to use when baking lights'
|
||
indirect energy. This multiplies each light's own **Indirect Energy** value.
|
||
Values different from ``1.0`` are not physically accurate, but can be used for
|
||
artistic effect.
|
||
- **Directional:** If enabled, stores directional information for lightmaps.
|
||
This improves normal mapped materials' appearance for baked surfaces,
|
||
especially with fully baked lights (since they also have direct light baked).
|
||
The downside is that directional lightmaps are slightly more expensive to render.
|
||
They also require more time to bake and result in larger file sizes.
|
||
- **Interior:** If enabled, environment lighting will not be sourced. Use this
|
||
for purely indoor scenes to avoid light leaks.
|
||
- **Use Texture for Bounces:** If enabled, a texture with the lighting
|
||
information will be generated to speed up the generation of indirect lighting
|
||
at the cost of some accuracy. The geometry might exhibit extra light leak
|
||
artifacts when using low resolution lightmaps or UVs that stretch the lightmap
|
||
significantly across surfaces. Leave this enabled if unsure.
|
||
- **Use Denoiser:** If enabled, uses a denoising algorithm to make the lightmap
|
||
significantly less noisy. This increases bake times and can occasionally
|
||
introduce artifacts, but the result is often worth it. See
|
||
:ref:`doc_using_lightmap_gi_denoising` for more information.
|
||
- **Denoiser Strength:** The strength of denoising step applied to the generated
|
||
lightmaps. Higher values are more effective at removing noise, but can reduce
|
||
shadow detail for static shadows. Only effective if denoising is enabled and
|
||
the denoising method is :abbr:`JNLM (Non-Local Means with Joint Filtering)`
|
||
(:abbr:`OIDN (Open Image Denoise)` does not have a denoiser strength setting).
|
||
- **Bias:** The offset value to use for shadows in 3D units. You generally don't
|
||
need to change this value, except if you run into issues with light bleeding or
|
||
dark spots in your lightmap after baking. This setting does not affect real-time
|
||
shadows casted on baked surfaces (for lights with **Dynamic** bake mode).
|
||
- **Max Texture Size:** The maximum texture size for the generated texture
|
||
atlas. Higher values will result in fewer slices being generated, but may not
|
||
work on all hardware as a result of hardware limitations on texture sizes.
|
||
Leave this at its default value of ``16384`` if unsure.
|
||
- **Environment > Mode:** Controls how environment lighting is sourced when
|
||
baking lightmaps. The default value of **Scene** is suited for levels with
|
||
visible exterior parts. For purely indoor scenes, set this to **Disabled** to
|
||
avoid light leaks and speed up baking. This can also be set to **Custom Sky**
|
||
or **Custom Color** to use environment lighting that differs from the actual
|
||
scene's environment sky.
|
||
- **Gen Probes > Subdiv:** See :ref:`doc_using_lightmap_gi_dynamic_objects`.
|
||
- **Data > Light Data:** See :ref:`doc_using_lightmap_gi_data`.
|
||
|
||
Balancing bake times with quality
|
||
---------------------------------
|
||
|
||
Since high-quality bakes can take very long (up to dozens of minutes for large
|
||
complex scenes), it is recommended to use lower quality settings at first. Then,
|
||
once you are confident with your scene's lighting setup, raise the quality
|
||
settings and perform a "final" bake before exporting your project.
|
||
|
||
Reducing the lightmap resolution by increasing **Lightmap Texel Size** on the
|
||
imported 3D scenes will also speed up baking significantly. However, this will
|
||
require you to reimport all lightmapped 3D scenes before you can bake lightmaps
|
||
again.
|
||
|
||
.. _doc_using_lightmap_gi_denoising:
|
||
|
||
Denoising
|
||
---------
|
||
|
||
Since baking lightmaps relies on raytracing, there will always be visible noise
|
||
in the "raw" baked lightmap. Noise is especially visible in areas that are
|
||
difficult to reach by bounced light, such as indoor areas with small openings
|
||
where the sunlight can enter. Noise can be reduced by increasing bake quality,
|
||
but doing so will increase bake times significantly.
|
||
|
||
.. figure:: img/lightmap_gi_denoiser_comparison.webp
|
||
:align: center
|
||
:alt: Comparison between denoising disabled and enabled
|
||
|
||
Comparison between denoising disabled and enabled (with the default JNLM denoiser).
|
||
|
||
To combat noise without increasing bake times too much, a denoiser can be used.
|
||
A denoiser is an algorithm that runs on the final baked lightmap, detects patterns of
|
||
noise and softens them while attempting to best preserve detail.
|
||
Godot offers two denoising algorithms:
|
||
|
||
JNLM (Non-Local Means with Joint Filtering)
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
JNLM is the default denoising method and is included in Godot. It uses a simple
|
||
but efficient denoising algorithm known as *non-local means*. JNLM runs on the
|
||
GPU using a compute shader, and is compatible with any GPU that can run Godot
|
||
4's Vulkan-based rendering methods. No additional setup is required.
|
||
|
||
JNLM's denoising can be adjusted using the **Denoiser Strength** property that
|
||
is visible when **Use Denoiser** enabled. Higher values can be more effective at
|
||
removing noise, at the cost of suppressing shadow detail for static shadows.
|
||
|
||
.. figure:: img/lightmap_gi_denoiser_jnlm_strength.webp
|
||
:align: center
|
||
:alt: Comparison between JNLM denoiser strength values
|
||
|
||
Comparison between JNLM denoiser strength values. Higher values can reduce detail.
|
||
|
||
OIDN (Open Image Denoise)
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Unlike JNLM, OIDN uses a machine learning approach to denoising lightmaps. It
|
||
features a model specifically trained to remove noise from lightmaps while
|
||
preserving more shadow detail in most scenes compared to JNLM.
|
||
|
||
OIDN can run on the GPU if hardware acceleration is configured. With a modern
|
||
high-end GPU, this can provide a speedup of over 50× over CPU-based denoising:
|
||
|
||
- On AMD GPUs, HIP must be installed and configured.
|
||
- On NVIDIA GPUs, CUDA must be installed and configured. This may automatically
|
||
be done by the NVIDIA installer, but on Linux, CUDA libraries may not be
|
||
installed by default. Double-check that the CUDA packages from your Linux
|
||
distribution are installed.
|
||
- On Intel GPUs, SYCL must be installed and configured.
|
||
|
||
If hardware acceleration is not available, OIDN will fall back to multithreaded
|
||
CPU-based denoising. To confirm whether GPU-based denoising is working, use a
|
||
GPU utilization monitor while baking lightmaps and look at the GPU utilization
|
||
percentage and VRAM utilization while the denoising step is shown in the Godot
|
||
editor. The ``nvidia-smi`` command line tool can be useful for this.
|
||
|
||
OIDN is not included with Godot due to its relatively large download size. You
|
||
can download precompiled OIDN binary packages from its
|
||
`website <https://www.openimagedenoise.org/downloads.html>`__.
|
||
Extract the package to a location on your PC, then specify the path to the
|
||
``oidnDenoise`` executable in the Editor Settings (**FileSystem > Tools > OIDN >
|
||
OIDN Denoise Path**). This executable is located within the ``bin`` folder of
|
||
the binary package you extracted.
|
||
|
||
After specifying the path to the OIDN denoising executable, change the denoising
|
||
method in the project settings by setting **Rendering > Lightmapping >
|
||
Denoiser** to **OIDN**. This will affect all lightmap bakes on this project
|
||
after the setting is changed.
|
||
|
||
.. note::
|
||
|
||
The denoising method is configured in the project settings instead of the
|
||
editor settings. This is done so that different team members working on the
|
||
same project are assured to be using the same denoising method for
|
||
consistent results.
|
||
|
||
.. figure:: img/lightmap_gi_denoiser_jnlm_vs_oidn.webp
|
||
:align: center
|
||
:alt: Comparison between JNLM and OIDN denoisers
|
||
|
||
Comparison between JNLM and OIDN denoisers.
|
||
Notice how OIDN better preserves detail and reduces seams across different objects.
|
||
|
||
.. _doc_using_lightmap_gi_dynamic_objects:
|
||
|
||
Dynamic objects
|
||
---------------
|
||
|
||
Unlike VoxelGI and SDFGI, dynamic objects receive indirect lighting differently
|
||
compared to static objects. This is because lightmapping is only performed on
|
||
static objects.
|
||
|
||
To display indirect lighting on dynamic objects, a 3D probe system is used, with
|
||
light probes being spread throughout the scene. When baking lightmaps, the
|
||
lightmapper will calculate the amount of *indirect* light received by the probe.
|
||
Direct light is not stored within light probes, even for lights that have their
|
||
bake mode set to **Static** (as dynamic objects continue to be lit in
|
||
real-time).
|
||
|
||
There are 2 ways to add light probes to a scene:
|
||
|
||
- **Automatic:** Set **Gen Probes > Subdiv** to a value other than **Disabled**,
|
||
then bake lightmaps. The default is ``8``, but you can choose a greater value
|
||
to improve precision at the cost of longer bake times and larger output file
|
||
size.
|
||
- **Manual:** In addition or as an alternative to generating probes
|
||
automatically, you can add light probes manually by adding :ref:`class_LightmapProbe`
|
||
nodes to the scene. This can be used to improve lighting detail in areas frequently
|
||
travelled by dynamic objects. After placing LightmapProbe nodes in the scene,
|
||
you must bake lightmaps again for them to be effective.
|
||
|
||
.. note::
|
||
|
||
After baking lightmaps, you will notice white spheres in the 3D scene that
|
||
represent how baked lighting will affect dynamic objects. These spheres do
|
||
**not** appear in the running project.
|
||
|
||
If you want to hide these spheres in the editor, toggle **View > Gizmos >
|
||
LightmapGI** at the top of the 3D editor (a "closed eye" icon indicates the
|
||
gizmo is hidden).
|
||
|
||
.. _doc_using_lightmap_gi_data:
|
||
|
||
Lightmap data
|
||
-------------
|
||
|
||
The **Data > Light Data** property in the LightmapGI node contains the lightmap
|
||
data after baking. Textures are saved to disk, but this also contains the
|
||
capture data for dynamic objects, which can be heavy. If you are using a scene
|
||
in ``.tscn`` format, you should save this resource to an external binary
|
||
``.lmbake`` file to avoid bloating the ``.tscn`` scene with binary data encoded
|
||
in Base64.
|
||
|
||
.. tip::
|
||
|
||
The generated EXR file can be viewed and even edited using an image editor
|
||
to perform post-processing if needed. However, keep in mind that changes to
|
||
the EXR file will be lost when baking lightmaps again.
|
||
|
||
Reducing LightmapGI artifacts
|
||
-----------------------------
|
||
|
||
If you notice LightmapGI nodes popping in and out of existence as the camera
|
||
moves, this is most likely because the engine is rendering too many LightmapGI
|
||
instances at once. Godot is limited to rendering 8 LightmapGI nodes at once,
|
||
which means up to 8 instances can be in the camera view before some of them will
|
||
start flickering.
|