Lightmap Baking makes scene dark

Godot Version

4.2

Question

Hi all, I am having a very annoying issue with Lightmap baking. The dynamic lights slow down the game tremendously so I am trying to bake them using the lightmapGI node. The problem is, when I bake the lights, the lights essentially “turn off”. Everything is pitch black and the only visible light is from the emissive materials.**

Here are the steps I’ve followed:

  • Unwrapped UV2 for all meshes
  • Set light bake mode to Static for all lights and meshes
  • Added world environment with sky
  • Added reflection probes for each room
  • Added lightmapGI node with environment set to scene
  • I also tried it with different settings such as enabling and disabling directional and interior and it does not change the result

Any help would be greatly appreciated!

EDIT:
I believe I have figured it out. I increased the size property in the inspector in each light and it seems to have worked. I am still getting some weird artifacts but the scene is at least lit.

I know I’m insanely late to this question, I guess anyone else who stumbles onto it should know that i find that you generally need to make sure that the normals are pointing in the right direction. Maby putting your models into blender(or other software) and flipping them normals over could help.