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I can confirm this on 4.3.dev 40b4130 (Linux, GeForce RTX 4090 with NVIDIA 550.78).
The shadow goes away if you set the red cube's bake mode to Disabled or Dynamic then bake VoxelGI again, so the issue is somewhere in the baker. It doesn't go away if you move the red cube to the scene root (so it's no longer a child of the ground).
Calinou
changed the title
VoxelGI: Incorrect shadows
Incorrect shadows appear with meshes that have Static bake mode if VoxelGI node isn't at the world origin
May 21, 2024
Tested versions
v4.3.dev.custom_build [4a01602]
System information
Godot v4.3.dev (4a01602) - macOS 14.4.0 - Vulkan (Forward+) - integrated Apple M1 Max - Apple M1 Max (10 Threads)
Issue description
VoxelGI seems to be casting shadows where it shouldn't on a reflective surface:
Screen.Recording.mp4
Steps to reproduce
Open the MRP and do what I did in the video
Minimal reproduction project (MRP)
MRP_voxelgi_shadows.zip
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