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Incorrect shadows appear with meshes that have Static bake mode if VoxelGI node isn't at the world origin #90976

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Tracked by #55328
passivestar opened this issue Apr 21, 2024 · 3 comments

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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

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

@passivestar
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passivestar commented Apr 21, 2024

Also it looks like a second shadow appears here when you look at a certain angle, making it darker 🤔

image

@passivestar
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The issue disappears if I set the VoxelGI volume's y position to zero

However if the volume intersects the cube geometry you see this:

image

@Calinou
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Calinou commented May 21, 2024

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 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
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