Godot v4.5.1 stable official
Hello everyone !
I’ve been experimenting, to try and make a genuinely “dark” game, as in, with little to no light. I’ve a scene with a LightmapGI, and while I’m 99% towards what I want, I have some light bleed happening.
Here is the scene setup:
I’ve colored the lights to better show the effect. The room is capped by a mesh, such that the level mesh and the ceiling are clipping. The ceiling mesh is setup to “Shadows Only” for visibility, but the problem persists even if the level and ceiling mesh are set to “Double Sided”.
I have unwrapped the UV2 for lightmap/AO from within Godot for the meshes of the level, ceiling, char capsule, and doors. The Char capsule GI mode is set to “Disabled”, all the rest to “Static”.
My issue is that there is some bleed on the capsule mesh I use for the character:
I thought there were due to the doors being too thin, however, I also have this issue with the blue light:
All the static lights are setup like such, only changing the color:
The WorldEnvironment:
And the LightmapGI:
If not for this bleed, it all behaves as expected:
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I tried to set the capsule to “Dynamic”, even tho the mesh does not contribute to GI, but it just made the mesh unable to be lit by bounced light from the flashlight.
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I tried setting the WorldEnvironment>SDFGI>[Min Cell Size] to .05 but that did not do it.
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I also tried to crank the GI settings all the way up, resulting in my poor 1070 to take over 7 minutes to bake the lightmap, but that did not change anything…
I don’t know whether I missed something, or this is just a limitation on the system?










