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While using VoxelGI for indirect lighting, the voxel representation of the scene renders a shadow that isn't actually there in the real rendered scene. These non-existing shadows then lead to innaccurate global Illumination. This happens with both Spotlights and Omnilights. When shadow casting is turned off for the light, the non-existing shadows disappear (Along with, obviously all shadows).
Steps to reproduce
Open the scene "test_scene.tscn"
On the "Display Advanced..." options of the preview camera, click on "VoxelGI Lighting"
See the shadow being rendered in the voxel world that is not happening in the normal world.
Select the "Spotlight3D"
Disable the shadow casting option
See the glitched shadow disappear in the voxel world
Looks like VoxelGI is very sensitive / buggy if its size is not an even box, possibly related to #62930. Simply setting VoxelGI size to 20x20x20 in the test project and rebaking seems to fix the main issue. Setting the size even a little uneven like 20x20.1x20 changes the visuals quite a lot.
Calinou
changed the title
Shadows in VoxelGI voxel scene that do not appear in the rendered scene
Vulkan: Shadows in VoxelGI voxel scene that do not appear in the rendered scene
Nov 17, 2023
Godot version
4.1.3, 4.2.6
System information
Godot v4.2.beta6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.3734) - AMD Ryzen 3 2200G with Radeon Vega Graphics (4 Threads)
Issue description
While using VoxelGI for indirect lighting, the voxel representation of the scene renders a shadow that isn't actually there in the real rendered scene. These non-existing shadows then lead to innaccurate global Illumination. This happens with both Spotlights and Omnilights. When shadow casting is turned off for the light, the non-existing shadows disappear (Along with, obviously all shadows).

Steps to reproduce
Minimal reproduction project
ReproVoxelGI.zip
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