godotengine / godotengine/godot
Meshes with dynamic GI mode have wrong lighting with lightmaps and Physical Light Units enabled
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
v4.2.1.stable.official [b09f793f5]
### System information
Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT (Advanced Micro Devices, Inc.; 31.0.23013.1023) - AMD Ryzen 7 5700X 8-Core Processor (16 Threads)
### Issue description
Dynamic meshes do not properly receive lighting fromn lightmaps when PLU is enabled, resulting in very dark indirect lighting:

### Steps to reproduce
1. Set up a scene with lightmaps and PLU enabled
2. Add a mesh and set its GI mode to dynamic
### Minimal reproduction project (MRP)
[Lightmap.zip](https://github.com/godotengine/godot/files/14048990/Lightmap.zip)
Contributor guide
Research direction
Open the linked Lightmap.zip minimal reproduction project and follow the listed steps with lightmaps and Physical Light Units enabled. Compare the lighting of a mesh using dynamic GI mode with the expected indirect lighting; the issue is complete when dynamic meshes receive correct lightmap lighting under PLU.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100