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Lightmaps appear too saturated when baking colored lights that have the Static global illumination mode:
4.3.stable up to 4.4.dev7
4.4.beta1 onwards
This affects both directional and non-directional lightmaps, regardless of their texture's compression mode (i.e. it's not caused by VRAM compression). Maybe a sRGB/linear conversion is missing somewhere?
There is indeed something wrong with static light colors, they are more saturated on 4.4.beta1:
4.3
4.4.dev7
4.4.beta1
Not only colors, there's also something wrong with the shadows. If I bake with Shadowmask enabled and dynamic DirectionalLight, the shadows are a way more detailed and easier to see. But with static DirectionalLight, shadows are barely noticeable and look like a blob:
Dynamic DirectionalLight + Shadowmask
Static DirectionalLight
Edit: Shadow comparison with Static DirectionalLight between dev7 and beta1
Tested versions
System information
Godot v4.4.beta (cb460ad) - Fedora Linux 41 (KDE Plasma) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 565.77) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads)
Issue description
Lightmaps appear too saturated when baking colored lights that have the Static global illumination mode:
4.3.stable up to 4.4.dev7
4.4.beta1 onwards
This affects both directional and non-directional lightmaps, regardless of their texture's compression mode (i.e. it's not caused by VRAM compression). Maybe a sRGB/linear conversion is missing somewhere?
I bisected the regression to cb460ad. cc @Geometror
Steps to reproduce
Minimal reproduction project (MRP)
test_lightmap_directional_compress.zip
LightmapGI nodes are in
static.tscn
andstatic_directional.tscn
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