-
-
Notifications
You must be signed in to change notification settings - Fork 21k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Baked Lighting #20321
Labels
Milestone
Comments
I think something like this was mentioned at some point. I'm pretty sure the black spots in the first screenshot are due to invalid float values in the shaders (like a division by zero maybe) and bleed over because of glow. |
This was likely resolved by #44628, closing. |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Godot version:
3.0.5 64 bits
OS/device including version:
Issue description:
I've been testing Baked Lighting recently and found quite a lot of odd stuff.
Something like shown in the screenshot happens:
Not nice, not expected at all.
But if I only enable gen-lighting on re-import this happens:
Nice and expected
Other problem is that I can't actually bake big scenes (with a lot of polygons in some objects) using objects without Uv2 and with Gen-light enabled, as I always get this message:
(...)
DECOMPRESSING!!!!
ERROR: Vector::resize: Condition ' !_ptrnew ' is true. returned: ERR_OUT_OF_MEMORY
At: c:\projects\godot-builds\godot\core\vector.h:296
CrashHandlerException: Program crashed
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
[8] <couldn't map PC to fn name>
[9] <couldn't map PC to fn name>
[10] <couldn't map PC to fn name>
[11] <couldn't map PC to fn name>
[12] <couldn't map PC to fn name>
[13] <couldn't map PC to fn name>
[14] <couldn't map PC to fn name>
[15] <couldn't map PC to fn name>
[16] <couldn't map PC to fn name>
[17] <couldn't map PC to fn name>
[18] <couldn't map PC to fn name>
[19] <couldn't map PC to fn name>
[20] <couldn't map PC to fn name>
[21] <couldn't map PC to fn name>
[22] <couldn't map PC to fn name>
[23] <couldn't map PC to fn name>
[24] <couldn't map PC to fn name>
[25] <couldn't map PC to fn name>
[26] <couldn't map PC to fn name>
[27] <couldn't map PC to fn name>
[28] <couldn't map PC to fn name>
[29] <couldn't map PC to fn name>
[30] <couldn't map PC to fn name>
[31] <couldn't map PC to fn name>
[32] <couldn't map PC to fn name>
[33] <couldn't map PC to fn name>
[34] <couldn't map PC to fn name>
[35] <couldn't map PC to fn name>
[36] <couldn't map PC to fn name>
[37] CallWindowProcW
[38] CallWindowProcW
[39] glDebugEntry
[40] CallWindowProcW
[41] DispatchMessageW
[42] <couldn't map PC to fn name>
[43] <couldn't map PC to fn name>
[44] <couldn't map PC to fn name>
[45] <couldn't map PC to fn name>
[46] <couldn't map PC to fn name>
[47] BaseThreadInitThunk
-- END OF BACKTRACE --
I only could bake the scene using the capture and bake Cell sizes to 64, with low quality cone-tracing
A suggestion is that we could load our previously baked lightmaps into godot, as I actually tried trying to hack my way into make it work (replacing files), but it didn't work.
Steps to reproduce:
When
Minimal reproduction project:
This one is the file that I tried to bake and failed numerous times.
https://github.com/ProjectJoyeuse/PathsOfJjaro/blob/master/Scenes/YucatanDive.dae
The text was updated successfully, but these errors were encountered: