Godot lighting fixes

Godot Version

4.7

Question

I’ve been playing around with godot in 4.7 using omnilights with default settings and things look pretty bad. There are a ton of oddities like light leaking and light showing up where it doesn’t make sense.

I could try and work around it by tweaking settings but the weird thing is its random. I could hit play 10 times and the lighting/shadows look different each time. It also changes during runtime. I’ll walk through a room and BAM all of a sudden weird light showing up. I’m not doing anything special with the environment, just models and default omnilights. How does the light/shadow system even work? You wouldn’t expect it to change while the game is running but it does.

Has anyone been able to get good first person lights/shadows working? Are there plans to fix this in 4.8? I know they are working on a new SFDGI replacement but I’m not using that. Just want to get the default omnilights working.

Check the documentation. There are some limitations:

You can reproduce it in a new project. Just add some platforms, lights, shadows, and walk around with a first person camera. You’ll see shadows pop in/out randomly.

I hope they get it fixed in future versions cuz this is an awesome project.

Lighting is tough, you have to work with the systems. You haven’t described what exactly you are doing, so it’s impossible to give much of any recommendations. Have you tried baking lighting with LightmapGI?