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After selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the top of the 3D editor viewport: -.. image:: img/lightmap_gi_mesh_menu.png +.. image:: img/lightmap_gi_mesh_menu.webp This will generate a second set of UV2 coordinates which can be used for baking. It will also set the texture size automatically. @@ -154,12 +154,12 @@ it unwrapped before import can be faster. Simply do an unwrap on the second UV2 layer. -.. image:: img/lightmap_gi_blender.png +.. image:: img/lightmap_gi_blender.webp Then import the 3D scene normally. Remember you will need to set the texture size on the mesh after import. -.. image:: img/lightmap_gi_lmsize.png +.. image:: img/lightmap_gi_lmsize.webp If you use external meshes on import, the size will be kept. Be wary that most unwrappers in 3D modeling software are not quality-oriented, as they are meant @@ -198,7 +198,7 @@ Checking UV2 In the **Mesh** menu mentioned before, the UV2 texture coordinates can be visualized. If something is failing, double-check that the meshes have these UV2 coordinates: -.. image:: img/lightmap_gi_uvchannel.png +.. image:: img/lightmap_gi_uvchannel.webp Setting up the scene -------------------- @@ -207,7 +207,7 @@ Before anything is done, a **LightmapGI** node needs to be added to a scene. This will enable light baking on all nodes (and sub-nodes) in that scene, even on instanced scenes. -.. image:: img/lightmap_gi_scene.png +.. image:: img/lightmap_gi_scene.webp A sub-scene can be instanced several times, as this is supported by the baker. Each instance will be assigned a lightmap of its own. To avoid issues with @@ -221,7 +221,7 @@ For a **MeshInstance3D** node to take part in the baking process, it needs to ha its bake mode set to **Static**. Meshes that have their bake mode set to **Disabled** or **Dynamic** will be ignored by the lightmapper. -.. image:: img/lightmap_gi_use.png +.. image:: img/lightmap_gi_use.webp When auto-generating lightmaps on scene import, this is enabled automatically. @@ -235,7 +235,7 @@ that light will be baked. Lights can be disabled (no bake) or be fully baked (direct and indirect). This can be controlled from the **Bake Mode** menu in lights: -.. image:: img/lightmap_gi_bake_mode.png +.. image:: img/lightmap_gi_bake_mode.webp The modes are: @@ -298,7 +298,7 @@ Baking To begin the bake process, click the **Bake Lightmaps** button at the top of the 3D editor viewport when selecting the LightmapGI node: -.. image:: img/lightmap_gi_bake.png +.. image:: img/lightmap_gi_bake.webp This can take from seconds to minutes (or hours) depending on scene size, bake method and quality selected.