Godot Engine Why is baking light making my scene darker? I have an interior scene with some windows. The light is from an OmniLight near the ceiling, default environmental light from outside, and a desk lamp with emission. Without baking light, the scene looks like this Consistent with the documentation for emission, the desk lamp is not affecting the surrounding objects. I want to bake the light to see the lamp's effect and to support low end hardware. I followed the baked lightmaps tutorial and set the BakedLightmap's extents to encompass the entire room. After baking, the scene looks like this I can see the lamp's light, as expected, but now everything is too dark. It is unclear to me from Godot's documentation if scenes include indirect light without baking. I have tried this with the OmniLight set to bake quot all quot and only indirect light. What am I missing here? UPDATE 10 April 2021 The problem seems to be that baking environmental light isn't working as expected. I was using Godot 3.2.3 now I'm using 3.3rc8. That gives the BakedLightmap options for environmental light, but the problem remains. I began troubleshooting by shuttering all the light sources as follows Hid the OmniLight, and set its quot Bake Model quot property to quot disabled quot Unchecked quot use in baked light quot for the desk lamp Set the default environment's background and ambient energy to 0 Set the BakedLightmap's quot environment mode quot to quot Disabled quot , verified quot Min Light quot is set to pure black, and cleared the quot Light Data quot When I run the game, I get exactly what I expect a black screen. If I bake light under these conditions, I continue to get a black screen, as expected. Here's where things get screwy. When I set the BakedLightmap's quot environment mode quot to quot Scene quot with the environment still without any light I get dim illumination.