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.
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.
|void||bake ( Node from_node=null, bool create_visual_debug=false )|
|void||debug_bake ( )|
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.
bias should usually be above 1.0 as that is the size of the voxels.
true, the data for this
GIProbe will be compressed. Compression saves space, but results in far worse visual quality.
The GIProbeData resource that holds the data for this
The maximum brightness that the
GIProbe will recognize. Brightness will be scaled within this range.
Energy multiplier. Makes the lighting contribution from the
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.
true, ignores the sky contribution when calculating lighting.
Offsets the lookup into the
GIProbe based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.
How much light propagates through the probe internally. A higher value allows light to spread further.
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.
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
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.
Calls bake with
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.