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Add transparency support for LightmapGI Currently when bakinglightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmapbaking and the ergonomics of the lightmapbaking workflow.
The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). The biggest challenge of this workflow is not the lightmap itself, but the fact that it should be easy to use (which is Godot's #1 design priority). First of all, you need to make sure your meshes have an UV2 layer.
Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. Editor • Support baking high-precision lighting maps to get a better baking effect. The native platform supports main.js build templates.
Notably, Windows users could experience crashes when bakinglightmaps. Import: glTF: Improved error handling around invalid images and invalid meshes ( GH-48904 , GH-48912 ). was thus subject to this crash when bakinglightmaps. A few regressions made their way among the many bug fixes of 3.3.1,
x CPU lightmapper and adding a new debug draw mode for visualizing the texel density of lightmaps. Previously every LightmapGI node used to store its lightmap atlas in a single large image. This meant that the larger scenes might refuse to bake because they don't fit within the size limits of an image. Multi-image atlases.
SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. What can it do? As long as walls are thicker than a voxel for a given cascade, light won't go through.
Just set up the probe bounds and do a fast pre-bake of static objects. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. It's also very easy to use. Changes to resources can also be merged.
Use bakedlightmaps instead. Godot now supports 2D meshes , which can be used from code or converted from sprites to avoid drawing large transparent areas. CSG tools have been added for fast level prototyping, allowing generic primitives and custom meshes to be combined via boolean operations to generate more complex shapes.
You have to pay for extra plug-ins to export, for example, FBX meshes out of an engine. As of yet, there is no distributed baking. This basically means you can only bakelightmaps using a single machine. Plus, most users become accustomed to the new features that Cinemachine delivers in short order.
Last but not least, lightmapsbaking is now done using the GPU to speed up the process significantly. Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. has been added by Je06jm.
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