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* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
64 lines
3.8 KiB
XML
64 lines
3.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VoxelGI" inherits="VisualInstance3D" version="4.0">
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<brief_description>
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Real-time global illumination (GI) probe.
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</brief_description>
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<description>
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[VoxelGI]s are used to provide high-quality real-time indirect light 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 using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
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Having [VoxelGI]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/global_illumination/voxel_gi/quality].
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[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.
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</description>
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<tutorials>
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<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/voxel_gi.html</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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<method name="bake">
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<return type="void">
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</return>
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<argument index="0" name="from_node" type="Node" default="null">
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</argument>
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<argument index="1" name="create_visual_debug" type="bool" default="false">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="debug_bake">
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<return type="void">
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</return>
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<description>
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Calls [method bake] with [code]create_visual_debug[/code] enabled.
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</description>
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</method>
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</methods>
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<members>
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<member name="data" type="VoxelGIData" setter="set_probe_data" getter="get_probe_data">
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The [VoxelGIData] resource that holds the data for this [VoxelGI].
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</member>
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<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
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The size of the area covered by the [VoxelGI]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
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</member>
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<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="VoxelGI.Subdiv" default="1">
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Number of times to subdivide the grid that the [VoxelGI] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
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</member>
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</members>
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<constants>
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<constant name="SUBDIV_64" value="0" enum="Subdiv">
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Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use it if you can, but especially use it on lower-end hardware.
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</constant>
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<constant name="SUBDIV_128" value="1" enum="Subdiv">
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Use 128 subdivisions. This is the default quality setting.
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</constant>
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<constant name="SUBDIV_256" value="2" enum="Subdiv">
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Use 256 subdivisions.
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</constant>
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<constant name="SUBDIV_512" value="3" enum="Subdiv">
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Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware this could cause the GPU to stall.
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</constant>
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<constant name="SUBDIV_MAX" value="4" enum="Subdiv">
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Represents the size of the [enum Subdiv] enum.
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</constant>
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</constants>
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</class>
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