diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index dab9d7b054e..b31162f10ff 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -172,7 +172,7 @@
The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance.
- If [code]true[/code], enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_BAKED]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not.
+ If [code]true[/code], enables signed distance field global illumination for meshes that have their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination technique that works well with procedurally generated and user-built levels, including in situations where geometry is created during gameplay. The signed distance field is automatically generated around the camera as it moves. Dynamic lights are supported, but dynamic occluders and emissive surfaces are not.
[b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve SDFGI performance, enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings.
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index cecd1e518fe..c03a2b8b7ce 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -41,7 +41,8 @@
The texel density to use for lightmapping in [LightmapGI]. Greater scale values provide higher resolution in the lightmap, which can result in sharper shadows for lights that have both direct and indirect light baked. However, greater scale values will also increase the space taken by the mesh in the lightmap texture, which increases the memory, storage, and bake time requirements. When using a single mesh at different scales, consider adjusting this value to keep the lightmap texel density consistent across meshes.
- The global illumination mode to use for the whole geometry. Use a mode that matches the purpose
+ The global illumination mode to use for the whole geometry. To avoid inconsistent results, use a mode that matches the purpose of the mesh during gameplay (static/dynamic).
+ [b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
@@ -93,13 +94,13 @@
In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.
- Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using [VoxelGI] and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections but will not be considered in GI baking. When using [LightmapGI], the object will receive indirect lighting using lightmap probes instead of using the lightmap texture.
+ Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using [VoxelGI] and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections but the geometry will not be considered in GI baking. When using [LightmapGI], the object will receive indirect lighting using lightmap probes instead of using the baked lightmap texture.
-
+
Baked global illumination mode. Use for static objects that contribute to global illumination (such as level geometry). This GI mode is effective when using [VoxelGI], SDFGI and [LightmapGI].
- Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using [VoxelGI], but it has a higher performance impact than [constant GI_MODE_BAKED].
+ Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using [VoxelGI], but it has a higher performance impact than [constant GI_MODE_STATIC]. When using other GI methods, this will act the same as [constant GI_MODE_DISABLED].
The standard texel density for lightmapping with [LightmapGI].
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 009ad1f609f..b8d46755c71 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -34,8 +34,9 @@
The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code].
-
- The light's bake mode. See [enum BakeMode].
+
+ The light's bake mode. This will affect the global illumination techniques that have an effect on the light's rendering. See [enum BakeMode].
+ [b]Note:[/b] Meshes' global illumination mode will also affect the global illumination rendering. See [member GeometryInstance3D.gi_mode].
The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
@@ -146,12 +147,14 @@
Represents the size of the [enum Param] enum.
- Light is ignored when baking.
- [b]Note:[/b] Hiding a light does [i]not[/i] affect baking.
+ Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.
+ [b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled).
-
+
+ Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.
-
+
+ Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to [constant BAKE_STATIC]. This has a greater performance cost compared to [constant BAKE_STATIC].
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 9e783720139..ff370bd953b 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -3757,9 +3757,9 @@
-
+
-
+
Use a dual paraboloid shadow map for omni lights.
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index 2c3605aa1cf..ac6f026a37b 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -7,7 +7,7 @@
[VoxelGI]s are used to provide high-quality real-time indirect light and reflections to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [VoxelGI]s need to be baked before having a visible effect. However, once baked, dynamic objects will receive light from them. Furthermore, lights can be fully dynamic or baked.
[b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance. For games where geometry is generated at any time during gameplay, SDFGI is more suitable (see [member Environment.sdfgi_enabled]).
[b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [LightmapGI] instead). To improve performance, adjust [member ProjectSettings.rendering/global_illumination/voxel_gi/quality] and enable [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the Project Settings. To provide a fallback for low-end hardware, consider adding an option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node can be disabled by hiding it.
- [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_BAKED]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
+ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
$DOCS_URL/tutorials/3d/gi_probes.html
@@ -19,7 +19,7 @@
- Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_BAKED] and [Light3D]s marked with either [constant Light3D.BAKE_DYNAMIC] or [constant Light3D.BAKE_STATIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring.
+ Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either [constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring.
[b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index 940fc442fbe..af9a2f9ebe2 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -1476,7 +1476,7 @@ void ResourceImporterScene::get_import_options(const String &p_path, Listpush_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/ensure_tangents"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/generate_lods"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/create_shadow_meshes"), true));
- r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/light_baking", PROPERTY_HINT_ENUM, "Disabled,Dynamic,Static,Static Lightmaps", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), 2));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/light_baking", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI),Static Lightmaps,Dynamic (VoxelGI only)", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), 1));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "meshes/lightmap_texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.1));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import"), true));
@@ -1660,7 +1660,7 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
} break;
case LIGHT_BAKE_STATIC:
case LIGHT_BAKE_STATIC_LIGHTMAPS: {
- mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_BAKED);
+ mesh_node->set_gi_mode(GeometryInstance3D::GI_MODE_STATIC);
} break;
}
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h
index 066e8b603b7..13b55b57541 100644
--- a/editor/import/resource_importer_scene.h
+++ b/editor/import/resource_importer_scene.h
@@ -159,9 +159,9 @@ class ResourceImporterScene : public ResourceImporter {
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
- LIGHT_BAKE_DYNAMIC,
LIGHT_BAKE_STATIC,
- LIGHT_BAKE_STATIC_LIGHTMAPS
+ LIGHT_BAKE_STATIC_LIGHTMAPS,
+ LIGHT_BAKE_DYNAMIC,
};
enum MeshPhysicsMode {
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index 0a0507207a8..d88bb815bc3 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -247,7 +247,7 @@ void Light3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01"), "set_param", "get_param", PARAM_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Dynamic,Static"), "set_bake_mode", "get_bake_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI/SDFGI only)"), "set_bake_mode", "get_bake_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
ADD_GROUP("Shadow", "shadow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
@@ -284,8 +284,8 @@ void Light3D::_bind_methods() {
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(BAKE_DISABLED);
- BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
BIND_ENUM_CONSTANT(BAKE_STATIC);
+ BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
}
Light3D::Light3D(RenderingServer::LightType p_type) {
diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h
index 93dc8155bb2..d5d2aee43de 100644
--- a/scene/3d/light_3d.h
+++ b/scene/3d/light_3d.h
@@ -63,8 +63,8 @@ public:
enum BakeMode {
BAKE_DISABLED,
+ BAKE_STATIC,
BAKE_DYNAMIC,
- BAKE_STATIC
};
private:
diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp
index 715c4216325..825742da35b 100644
--- a/scene/3d/lightmap_gi.cpp
+++ b/scene/3d/lightmap_gi.cpp
@@ -217,7 +217,7 @@ LightmapGIData::~LightmapGIData() {
void LightmapGI::_find_meshes_and_lights(Node *p_at_node, Vector &meshes, Vector &lights, Vector &probes) {
MeshInstance3D *mi = Object::cast_to(p_at_node);
- if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_BAKED && mi->is_visible_in_tree()) {
+ if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_STATIC && mi->is_visible_in_tree()) {
Ref mesh = mi->get_mesh();
if (mesh.is_valid()) {
bool all_have_uv2_and_normal = true;
diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp
index 0db2fe9fc6c..005bb5a7379 100644
--- a/scene/3d/visual_instance_3d.cpp
+++ b/scene/3d/visual_instance_3d.cpp
@@ -247,7 +247,7 @@ bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value)
}
#ifndef DISABLE_DEPRECATED
if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) {
- set_gi_mode(GI_MODE_BAKED);
+ set_gi_mode(GI_MODE_STATIC);
return true;
}
@@ -358,7 +358,7 @@ void GeometryInstance3D::set_gi_mode(GIMode p_mode) {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
} break;
- case GI_MODE_BAKED: {
+ case GI_MODE_STATIC: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
@@ -462,7 +462,7 @@ void GeometryInstance3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
ADD_GROUP("Global Illumination", "gi_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Baked,Dynamic"), "set_gi_mode", "get_gi_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI only)"), "set_gi_mode", "get_gi_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, String::utf8("1×,2×,4×,8×")), "set_lightmap_scale", "get_lightmap_scale");
ADD_GROUP("Visibility Range", "visibility_range_");
@@ -479,7 +479,7 @@ void GeometryInstance3D::_bind_methods() {
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
- BIND_ENUM_CONSTANT(GI_MODE_BAKED);
+ BIND_ENUM_CONSTANT(GI_MODE_STATIC);
BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h
index dd0eb250018..be964e5080e 100644
--- a/scene/3d/visual_instance_3d.h
+++ b/scene/3d/visual_instance_3d.h
@@ -89,7 +89,7 @@ public:
enum GIMode {
GI_MODE_DISABLED,
- GI_MODE_BAKED,
+ GI_MODE_STATIC,
GI_MODE_DYNAMIC
};
diff --git a/scene/3d/voxel_gi.cpp b/scene/3d/voxel_gi.cpp
index 35ac1792e91..bfe3c80a4fd 100644
--- a/scene/3d/voxel_gi.cpp
+++ b/scene/3d/voxel_gi.cpp
@@ -282,7 +282,7 @@ Vector3 VoxelGI::get_extents() const {
void VoxelGI::_find_meshes(Node *p_at_node, List &plot_meshes) {
MeshInstance3D *mi = Object::cast_to(p_at_node);
- if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_BAKED && mi->is_visible_in_tree()) {
+ if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_STATIC && mi->is_visible_in_tree()) {
Ref mesh = mi->get_mesh();
if (mesh.is_valid()) {
AABB aabb = mesh->get_aabb();
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index fdc77293389..52787bb204a 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -1,6 +1,6 @@
#define LIGHT_BAKE_DISABLED 0
-#define LIGHT_BAKE_DYNAMIC 1
-#define LIGHT_BAKE_STATIC 2
+#define LIGHT_BAKE_STATIC 1
+#define LIGHT_BAKE_DYNAMIC 2
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 863aae6e4c2..21cc1017ae5 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1927,8 +1927,8 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
- BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC);
BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC);
+ BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 945fd052c6e..b067db3d27e 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -447,8 +447,8 @@ public:
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
- LIGHT_BAKE_DYNAMIC,
LIGHT_BAKE_STATIC,
+ LIGHT_BAKE_DYNAMIC,
};
virtual void light_set_bake_mode(RID p_light, LightBakeMode p_bake_mode) = 0;