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VoxelGI: Incorrect reflections after a rebake #90956

Closed
Tracked by #55328
passivestar opened this issue Apr 20, 2024 · 1 comment
Closed
Tracked by #55328

VoxelGI: Incorrect reflections after a rebake #90956

passivestar opened this issue Apr 20, 2024 · 1 comment

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@passivestar
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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

Voxel reflections don't look correct after a rebake. They get fixed after the editor restart though

voxelgi.mp4

Steps to reproduce

Open the MRP, move the cube and rebake

Minimal reproduction project (MRP)

MRP_voxelgi.zip

@Calinou
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Calinou commented Apr 20, 2024

This occurs because you have both SDFGI and VoxelGI enabled. SDFGI reflections are still displayed in areas that have VoxelGI, and the SDFGI cascades will remain outdated after you bake VoxelGI (they don't reuse the same data). This is why reloading the scene appears to fix the issue.

Closing in favor of #75334, as this is due to the same issue. (Since VoxelGI baking is a slow operation, we could force recalculation of all SDFGI cascades after VoxelGI is baked – same for LightmapGI).

I can confirm this on 4.1.3.stable, 4.2.1.stable and 4.3.dev b091162 (Linux, GeForce RTX 4090 with NVIDIA 550.67).

MRP that can be opened on Godot versions older than 4.3: MRP_voxelgi_pre_4.3.zip

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