Godot Version
4.3.0
Question
I want to use light map baking for my entire scene, but would also like to have bounce lighting for a couple of real-time lights such as a flashlight. Is it possible to combine light mapping with voxel Gl in the same scene? And is there a performance gain by doing that versus using real-time lighting for all the lights? I’m unsure if requiring the voxel GI probe to only calculate one light versus all the lights has any difference on performance. And I’m not sure if it is possible to combine voxel Gl real-time lighting with a light mapped environment
Hi, I was curious if you figured this out? I am curious about the exact same thing
Using LightmapGI will skip real-time GI sampling on lightmapped surfaces for performance reasons, so this can’t be done.
I would look into the fake global illumination approach instead, where you use real-time lights configured to simulate global illumination. This works well for flashlights using a raycast that positions an OmniLight near the hit location of the flashlight.
I’m unsure if requiring the voxel GI probe to only calculate one light versus all the lights has any difference on performance.
Using more lights in VoxelGI will increase its performance impact, but most of the VoxelGI performance impact is merely due to the fact it’s enabled (even with no lights at all).
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