- Edited
Some updates:
I made some lights in blender and added them to the big "warehouse" area.
I ran into a problem with VoxelGI, basically, VoxelGI took light emission when baking, but then it applied the lighting to the objects with emission. the problem was that I baked indirect lighting and emission into the emission map in order to have more detail, so the light tubes ended up looking too bright.
Luckily i managed to come up with a solution that involved a bit of a cheat: since VoxelGI bakes indirect lighting and keeps it after the object is deleted, I made a script that deletes the light tubes and then I replace them with ones created from a multimeshinstance3D, so I can set GI to disabled.
Edit: ok it looks like it actually works because I disabled ambient light on the material. which makes me wonder if just disabling ambient light was enough.
Anyways deleting several meshes and replacing them with a multimeshinstance3D is more performant, and having a different material allows me to set a different Emission strength, which results in the light objects not being completely bright but keeping the same lighting, so I'm keeping it for now but it's good to know.
I also thinkered around with VoxelGI and managed to create a scene that is completely illuminated by VoxelGI, with no additional omnilights, which looks really cool and it runs really fast.
first is the scene with the original lights, and then the scene with the cheat:
here's a new one with brightness set higher: