@e-Nano said:
Actually I'm not sure enough, I mean I'm familiarized with the concepts but I don't know if I'm using them as I should
Imagine that the cube is furniture, the reflections and color bleeding are great for what I need, is great to see the interaction with other materials but the contact with the walls is strange in all the house
To remove the light gap by the wall, try adjusting the Normal Bias
setting in the GI-Probe. If that does not help, then maybe try adjusting the Bias
setting. Its been awhile since I've messed around with GI-Probes, but I think that is how you can fix the issue.
Also, combining effects like @SIsilicon28 suggested may also help, if you are not already combining them.
Should I do some kind of light map in the UV2 as Unreal instead of the GIProbe to have more detail on the borders?
I do not think UV maps are needed for the GI-Probe's in Godot, because Godot's GI uses voxel cone tracing rather than lightmaps. The BakedLightmap node would benefit from UV2 maps though.
I found the GIProbe concept just awesome, because is so much user friendly than lightmaps, but I don't know about the details limitation it could have
One of the biggest technical limitations with the GI probes in Godot is the memory usage due to storing all the voxels, and the resolution of the voxels themselves. Outside of that, I'm not really sure what technical limitations or constraints it might have. I've heard this article from the Wicked Engine is a decent explanation of voxel-based GI, though I think Godot's implementation is slightly different than the one detailed there.
Edit: Another interesting article on GI from a game called Enlisted. The GI detailed there is not what Godot uses, but an interesting read. Might be interesting if Godot did something similar.
I think GI probes is a great solution to GI in games and will eventually replace light maps, assuming another, better solution does not arrive before then. In Godot 3, GI probe performance is a bit tricky. Apparently it is getting better in Godot 4.0 though, so I'm optimistic.