I'm working on a simple study project using Godot 3.2.3 and now I'm currently adjusting the lighting. Using GI Probes works perfectly, but at the cost of some poor performance on potato computers. So, I wanted to test it with baked lightmaps.
The thing is, the shadows are extremely washed and pitch black, there is absolutely no bouncing light whatsoever. Furthermore, when I click the "Bake Lightmap" button, the popup only flashes on the screen, despite increasing quality, mode, or max cell size.
1. Baked lightmap
2. Baked lightmap
3. Using GI Probe
Firstly, I thought the problem would be the fact I was using CSG meshes. But then I made some simple meshes in Blender, and the problem still occurred.
- Ticked "Use in baked light" in all meshes;
- Generated (automatically) UV2 for lightmaps in all meshes;
- The baked lightmap box is overlapping everything in the level, including the lights.