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Incorrect GridMap behavior with baked shadows #46231
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Also, I noticed that when turning off Shadows to Directional Light, the GridMap objects start to flicker on my device. 456.mp4 |
Also, when you're using the All bake mode for a given light, you're kind of giving up on using shadows for dynamic objects. This is a difficult-to-solve problem that should be discussed in a proposal. If you want to keep shadows for dynamic objects, a good compromise is to use the Indirect bake mode for your DirectionalLight and the All bake mode for everything else. This is similar to what games like CS:GO do. Alternatively, set up a blob shadow system for your dynamic objects so they can still feel "grounded" somehow. |
Sorry, I meant shading objects, not just shadows) |
Isnt shadowmasking and distance shadowmasking the exact solution to this problem, granted it would need to be added to godot, So i guess that would make a good proposal. |
It is, but I doubt it'll be implemented in Godot anytime soon given the added complexity. Edit: See also godotengine/godot-proposals#2354. |
Still wrong in RC 3. |
Fixed by #46590. |
Godot version:
3.2.4 RC 2
OS/device including version:
Develop in Windows, Run in Android
Issue description:
GridMap objects react to both lighting and baked shadows, creating image imbalance and difficulty adjusting shadows.
Feels like they are baked and dynamically receive shade at the same time.
Steps to reproduce:
My simple project
Full Scene
Settings for MeshLib objects
Settings for regular objects
My GridMap node
Settings DirectionalLight
Settings for BackedLightmap
GridMap behavior when setting lighting AFTER baking
Minimal reproduction project:
shadows_test.zip
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