Hi everybody,

trying to have some mesh not cast shadow during lightmaps calculation, they already have Geometry/Cast Shadow OFF, but it looks like the parameter is ignored

Am i missing somenthing?

Geometry/Cast Shadow only affects real-time shadows. It does not appear that there is an option to avoid casting shadows in the lightmaps calculation, but I haven't used it myself. I would try baking the lightmap then setting Global Illumination/Mode to Disabled and baking again. That way your "Disabled" meshes still receive lightmap data but their shadows aren't baked into the rest of the scene. Theoretically.

    award

    Thanx for tu suggestion, but you sure not ALL of the lightmaps are recalculated on the second baking?

    I have no certainty of how specifically Godot's lightmaps work at all. Just saying what I would experiment with. Maybe test it in a small scene with rudimentary geometry first so the bake doesn't take as long.