• 3D
  • GIProbe interior scene is completely dark

I've created an interior scene in blender that is illuminated by emissive surfaces. In godot, I added a GIProbe set to interior and baked it. I don't see any light reflecting off the surfaces in the scene. use_in_baked_lighting is true on the MeshInstances.

How can I get godot (on the right) to look anything like blender (on the left)?

Welcome to the forums @rcorre! Um, the image you posted does not show Godot or Blender. I believe that is a picture from the account signup page here on the forums, which unfortunately is not included in either Godot or Blender :wink: The issue is likely that the meshes and lights you are using are not being included in the GI probe. I do not remember what the setting is right off, but I believe on the MeshInstance nodes, there is a checkbox to include them in baked/GI probe lighting (might also be in the material).

Also:


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Oops! Hah I took a screenshot because I was having trouble with the captcha and accidentally attached that. I've updated the OP.

My MeshInstance nodes do have use_in_baked_lighting checked, if that's what you mean.

Do your meshed have a second UV layer? IIRC that is the one typically used for lightmapping.

You need a UV layer 2, you can create this automatically by selecting the MeshInstance and then clicking the Mesh drop down on the upper center (above the viewport). It's probably better to make a UV2 in Blender but the Godot auto map is okay.

Then make sure your lightmap image size is decent. I found Godot will usually set it to (0, 0) for some reason, so look in the inspector for the mesh and make it like 256x256 or around there (more or less if you need).

Thanks for the responses! I did not have a uv2, but after generating one for each mesh using Godot's builtin generator and ensuring the lightmap sizes were nonzero (Godot had already set them for me), I still see no reflections. I've attached an example project to the OP.

Your GIProbe was set as interior so it didn't take the sky/environment into account.

edit: ah I see the confusion, you have no lights in the scene and emissive materials aren't treated as lights afaik.

Though its worth a note I was just quickly looking at the file in 3.1.1 on my laptop. Maybe theres some improvement in 3.2?

Aha. I just added an emissive SpatialMaterial to override the ShaderMaterial that the .escn exporter generated, and there was light! I suppose I'll file an issue there. Thanks again for the help!

SpatialMaterial likely has something in it's light-shading pipeline to take emission into account in lighting.

Not sure why converting from SpatialMaterial doesn't protuce the light shader in the generated ShaderMaterial.