this post was submitted on 08 Jun 2025
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I was seriously looking up online how to improve my lighting earlier today. Gonna have to give this a full watch later.
Lighting in Godot is one of those few things always making it hard for me between it and Unity... If I can accomplish it successfully, then it makes decisions around that much easier!
Honestly lighting principles translate regardless of whether you're programming in Godot, unreal, blender etc, or whether you're a photographer or filmmaker. It's unclear if the improvements you're looking for are about how to use Godot specifically or lighting in general, if the latter, then may I recommend studying general lighting information like for example aimed at filmmakers, remove the 3D component aspect because a lot of the content available there is made by folks that are very good at using software, but aren't necessarily experienced gaffers or DoPs, and those are the ones that actually know how to light stuff to make it look good.
It's actually more to do with their lighting systems leaking through walls (even thick 3D walls that are like 0.25m thick) and also still processing behind grid map walls even though they're not in camera view (obstructed/occlusion). I've had to make complicated grid maps with lights work by adding custom occlusion parts to the walls that send signals to enable or disable the entire light object scene, which is a little tedious to have to do.
So, it's mostly the performance part that's had me in a pickle. That being said, the default lighting from my experience between the two engines require more work on Godot to be smooth and work to the scene whereas Unity it's always felt like "it just works". Not that it's impossible, just that it does require some extra time to work. This is where I'm now kicking off to watch this video and see if I can get something good out of it!