/Godot 3.2


Inherits: VisualInstance < Spatial < Node < Object

Real-time global illumination (GI) probe.


GIProbes 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. GIProbes need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.

Having GIProbes in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the ProjectSettings using ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality.



float bias 1.5
bool compress false
GIProbeData data
int dynamic_range 4
float energy 1.0
Vector3 extents Vector3( 10, 10, 10 )
bool interior false
float normal_bias 0.0
float propagation 0.7
Subdiv subdiv 1


void bake ( Node from_node=null, bool create_visual_debug=false )
void debug_bake ( )


enum Subdiv:

  • SUBDIV_64 = 0 --- 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.
  • SUBDIV_128 = 1 --- Use 128 subdivisions. This is the default quality setting.
  • SUBDIV_256 = 2 --- Use 256 subdivisions.
  • SUBDIV_512 = 3 --- Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware this could cause the GPU to stall.
  • SUBDIV_MAX = 4 --- Represents the size of the Subdiv enum.

Property Descriptions

float bias

Default 1.5
Setter set_bias(value)
Getter get_bias()

Offsets the lookup of the light contribution from the GIProbe. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and normal_bias should be played around with to minimize self-shadowing and light leaking.

Note: bias should usually be above 1.0 as that is the size of the voxels.

bool compress

Default false
Setter set_compress(value)
Getter is_compressed()

If true, the data for this GIProbe will be compressed. Compression saves space, but results in far worse visual quality.

GIProbeData data

Setter set_probe_data(value)
Getter get_probe_data()

The GIProbeData resource that holds the data for this GIProbe.

int dynamic_range

Default 4
Setter set_dynamic_range(value)
Getter get_dynamic_range()

The maximum brightness that the GIProbe will recognize. Brightness will be scaled within this range.

float energy

Default 1.0
Setter set_energy(value)
Getter get_energy()

Energy multiplier. Makes the lighting contribution from the GIProbe brighter.

Vector3 extents

Default Vector3( 10, 10, 10 )
Setter set_extents(value)
Getter get_extents()

The size of the area covered by the GIProbe. If you make the extents larger without increasing the subdivisions with subdiv, the size of each cell will increase and result in lower detailed lighting.

bool interior

Default false
Setter set_interior(value)
Getter is_interior()

If true, ignores the sky contribution when calculating lighting.

float normal_bias

Default 0.0
Setter set_normal_bias(value)
Getter get_normal_bias()

Offsets the lookup into the GIProbe based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.

float propagation

Default 0.7
Setter set_propagation(value)
Getter get_propagation()

How much light propagates through the probe internally. A higher value allows light to spread further.

Subdiv subdiv

Default 1
Setter set_subdiv(value)
Getter get_subdiv()

Number of times to subdivide the grid that the GIProbe operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.

Method Descriptions

void bake ( Node from_node=null, bool create_visual_debug=false )

Bakes the effect from all GeometryInstances marked with GeometryInstance.use_in_baked_light and Lights marked with either Light.BAKE_INDIRECT or Light.BAKE_ALL. If create_visual_debug is true, 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 GIProbe's data and debug any issues that may be occurring.

void debug_bake ( )

Calls bake with create_visual_debug enabled.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.