Dim, poor quality lightmaps

Godot Version

4.5.stable.mono

Question

I’ve been having issues where lightmapGI has terrible lighting that lacks light and details, so I created a fresh project, with default everything, an omnilight set to static bake, and some random meshes set to static lightmap with static GI and fine looking UV2s to figure out the issue. Even here, when i bake the light, the quality is terrible and dimly lit. Anyone have any clues on what might be wrong? This example is pretty much default settings with some random meshes with default standard materials. Heres the test project on github: https://github.com/Dylan-Davy/test-123

With lightmapping


Without lightmapping

And here is how it looks in my actual game:

No lightmap


With lightmap (No light, very dull)

The only thing i can think of, since i followed the workflow with everything as default, is that the meshes i am using must all have something “wrong” with them. I tried using the bistro demo scene and had no issues baking the lights with default settings - it added light, rather than take it away like in the above pictures.

What settings are you using for your interior scene? Maybe you need to add Reflection probes

All the lightmap related settings are default. Unfortunately reflection probes dont resolve this, since its not reflections im missing, but the direct light from my omnilight and spotlights.