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  • Some Issues In Archviz Interior Scene

hi first of all - i would thanks for all of godot project team work

i have littel experience about game engine work at all - but i finished two interiors projects by unreal engine it's very good but it's too heavy and now i want to work on godot engine for make interactive scene with it - i have no idea how it finished but i will try

please see this video for know the first issue i faced - for help as you can thank you in advance

As far as the number of active lights I think you are running possibly into a driver/hardware limit. Namely GL MAX LIGHTS. You might simply have to bake some of the lighting such as the spotlights of which you have a really excessive amount in there.

Also whats your HW?

i think if this thing according to hardware it's from godot to read hardware accurately . because i run more than this count of lights at blender eevee and cycles .. this is my opinion (i believe)

my hardware spec .. laptop Intel® Core™ i5-3210M CPU @ 2.50GHz × 4 8 giga ram GeForce GT 630M NVIDIA Driver Version:384.130 Total Memory:2048 MB CUDA Cores:96

how can i baking lights in godot please ? thank you for trying to solve my issue :smile:

Godot has a limit of 8 lights active at one time right now. The current plan is to allow unlimited lights through use of a feature known as light clustering (but it's not implemented yet and I'm not sure when it will arrive).

@Ace Dragon said: Godot has a limit of 8 lights active at one time right now. The current plan is to allow unlimited lights through use of a feature known as light clustering (but it's not implemented yet and I'm not sure when it will arrive).

yep any way to solve it by baking as @Megalomaniak said ?

i dont see any video tutorial for that

im try with documentation but not worked http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html#baking

@ahmedyounis said: how can i baking lights in godot please ?

See GI Probes and Baked Lightmaps in the Godot documentation.

GI Probes are heavier on the GPU but are easier to get working (they also tend to be more reliable in my experience); in contrast, baked lightmaps make it possible to achieve high-quality baked lighting while not using much GPU resources.

If you want to go for a fully-baked workflow (no real-time lights at all), only baked lightmaps can be used in this case.

@Calinou said:

@ahmedyounis said: how can i baking lights in godot please ?

See GI Probes and Baked Lightmaps in the Godot documentation.

GI Probes are heavier on the GPU but are easier to get working (they also tend to be more reliable in my experience); in contrast, baked lightmaps make it possible to achieve high-quality baked lighting while not using much GPU resources.

If you want to go for a fully-baked workflow (no real-time lights at all), only baked lightmaps can be used in this case.

yes thank you for help .. im already read the docs i will try again with gi and baked lightmaps

now i try to work with daylight scene to avoid more lights

now i need to move as player and change material like wall for example - any tutorial for this sorry i have zero experience to code for game

thank you all in advance

first version .. need some update to complete the scene what is your opinion

until now i can't export it for platforms after install templates get some errors .. " no export template found" for all .. how can i solve it for linux mint

thank you in advance

There is too much light for an interior, some shadowing is missing on walls, something is missing on your lighting setup or post process setup.

@MagicLord said: There is too much light for an interior, some shadowing is missing on walls, something is missing on your lighting setup or post process setup.

yep .. this scene still need some work . furniture and curtains ans so on .. i try to export it for complete test the engine for production .. until now can't export it for different platforms .. i trying to solve this problem .

thank you :smiley: