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@@ -138,7 +138,7 @@ Godot has an option to unwrap meshes and visualize the UV channels. After
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selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the top
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of the 3D editor viewport:
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-.. image:: img/lightmap_gi_mesh_menu.png
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+.. image:: img/lightmap_gi_mesh_menu.webp
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This will generate a second set of UV2 coordinates which can be used for baking.
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It will also set the texture size automatically.
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@@ -154,12 +154,12 @@ it unwrapped before import can be faster.
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Simply do an unwrap on the second UV2 layer.
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-.. image:: img/lightmap_gi_blender.png
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+.. image:: img/lightmap_gi_blender.webp
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Then import the 3D scene normally. Remember you will need to set the texture
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size on the mesh after import.
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-.. image:: img/lightmap_gi_lmsize.png
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+.. image:: img/lightmap_gi_lmsize.webp
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If you use external meshes on import, the size will be kept. Be wary that most
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unwrappers in 3D modeling software are not quality-oriented, as they are meant
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@@ -198,7 +198,7 @@ Checking UV2
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In the **Mesh** menu mentioned before, the UV2 texture coordinates can be visualized.
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If something is failing, double-check that the meshes have these UV2 coordinates:
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-.. image:: img/lightmap_gi_uvchannel.png
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+.. image:: img/lightmap_gi_uvchannel.webp
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Setting up the scene
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--------------------
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@@ -207,7 +207,7 @@ Before anything is done, a **LightmapGI** node needs to be added to a scene.
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This will enable light baking on all nodes (and sub-nodes) in that scene, even
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on instanced scenes.
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-.. image:: img/lightmap_gi_scene.png
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+.. image:: img/lightmap_gi_scene.webp
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A sub-scene can be instanced several times, as this is supported by the baker.
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Each instance will be assigned a lightmap of its own. To avoid issues with
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@@ -221,7 +221,7 @@ For a **MeshInstance3D** node to take part in the baking process, it needs to ha
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its bake mode set to **Static**. Meshes that have their bake mode set to **Disabled**
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or **Dynamic** will be ignored by the lightmapper.
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-.. image:: img/lightmap_gi_use.png
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+.. image:: img/lightmap_gi_use.webp
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When auto-generating lightmaps on scene import, this is enabled automatically.
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@@ -235,7 +235,7 @@ that light will be baked.
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Lights can be disabled (no bake) or be fully baked (direct and indirect). This
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can be controlled from the **Bake Mode** menu in lights:
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-.. image:: img/lightmap_gi_bake_mode.png
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+.. image:: img/lightmap_gi_bake_mode.webp
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The modes are:
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@@ -298,7 +298,7 @@ Baking
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To begin the bake process, click the **Bake Lightmaps** button at the top of the
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3D editor viewport when selecting the LightmapGI node:
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-.. image:: img/lightmap_gi_bake.png
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+.. image:: img/lightmap_gi_bake.webp
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This can take from seconds to minutes (or hours) depending on scene size, bake
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method and quality selected.
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