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16 changes: 8 additions & 8 deletions tutorials/3d/global_illumination/using_lightmap_gi.rst
Original file line number Diff line number Diff line change
Expand Up @@ -138,7 +138,7 @@ Godot has an option to unwrap meshes and visualize the UV channels. 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.
Expand All @@ -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
Expand Down Expand Up @@ -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
--------------------
Expand All @@ -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
Expand All @@ -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.

Expand All @@ -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:

Expand Down Expand Up @@ -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.
Expand Down