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SDFGI will only enable if you unassign baked light data from LightmapGI nodes #85702

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Tracked by #55327 ...
Arnklit opened this issue Dec 3, 2023 · 1 comment
Open
Tracked by #55327 ...

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@Arnklit
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Arnklit commented Dec 3, 2023

Godot version

4.2.stable

System information

Windows 11, Vulkan, Forward+

Issue description

I'm trying to set up a game where I can toggle between LightmapGI baked light and SDFGI. But SDFGI doesn't enable if you disable the LightmapGI node, you have to unassign the baked light data in the node before SDFGI re-enables.

Godot_v4.2-stable_win64_QBXUtDzIdy.mp4

Steps to reproduce

Set up a project with SDFGI enabled and add a lighmapgi node and bake the light, then toggle on and off the lightmapgi node.

Minimal reproduction project

baked_light_sdfgi_toggle.zip

@Calinou
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Calinou commented Dec 7, 2023

LightmapGI is designed to take priority over SDFGI and VoxelGI, as it looks better on baked surfaces while also improving performance (the renderer no longer needs to sample SDFGI/VoxelGI on baked surfaces, but can keep using it for dynamic objects).

The issue is that hiding the LightmapGI node alone doesn't suffice, while it should.

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