Godot Version
4.3
Question
So I’m trying to create a 3D scene with both indoor and outdoor areas. I like the evenly-distributed lighting that the WorldEnvironment provides, and would like to just bake some small lights around other parts of the scene. Specifically in this example it’s a castle type area, and I’d like to only bake the lighting for torches inside the castle. Whenever I bake the lighting however, even if I set it to ignore the WorldEnvironment, it makes all of the interior scenes far darker than they were before.
Here is a before and after example of what I’m having trouble with.
This is before baking the lightmap.
This is after baking the lightmap.
Is there a way to just bake the static OmniLight of the torch there without it removing all the ambient lighting provided by the WorldEnvironment? The only alternative I can think is to just leave the OmniLights as non-baked and dynamic, but I can’t do that because it would ruin performance.