godot/doc/classes/BakedLightmap.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BakedLightmap" inherits="VisualInstance" version="3.4">
<brief_description>
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Prerendered indirect light map for a scene.
</brief_description>
<description>
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Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.
[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html</link>
</tutorials>
<methods>
<method name="bake">
<return type="int" enum="BakedLightmap.BakeError" />
<argument index="0" name="from_node" type="Node" default="null" />
<argument index="1" name="data_save_path" type="String" default="&quot;&quot;" />
<description>
Bakes the lightmap, scanning from the given [code]from_node[/code] root and saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If no root node is provided, parent of this node will be used as root instead. If no save path is provided it will try to match the path from the current [member light_data].
</description>
</method>
</methods>
<members>
<member name="atlas_generate" type="bool" setter="set_generate_atlas" getter="is_generate_atlas_enabled" default="true">
When enabled, the lightmapper will merge the textures for all meshes into a single large layered texture. Not supported in GLES2.
</member>
<member name="atlas_max_size" type="int" setter="set_max_atlas_size" getter="get_max_atlas_size" default="4096">
Maximum size of each lightmap layer, only used when [member atlas_generate] is enabled.
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</member>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.005">
Raycasting bias used during baking to avoid floating point precision issues.
</member>
<member name="bounce_indirect_energy" type="float" setter="set_bounce_indirect_energy" getter="get_bounce_indirect_energy" default="1.0">
The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of [code]1.0[/code] represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of [member bounces] then increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData.energy], this property does not affect direct lighting emitted by light nodes, emissive materials and the environment.
[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member bounces] is set to a value greater than or equal to [code]1[/code].
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</member>
<member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="3">
Number of light bounces that are taken into account during baking. See also [member bounce_indirect_energy].
</member>
<member name="capture_cell_size" type="float" setter="set_capture_cell_size" getter="get_capture_cell_size" default="0.5">
Grid size used for real-time capture information on dynamic objects.
</member>
<member name="capture_enabled" type="bool" setter="set_capture_enabled" getter="get_capture_enabled" default="true">
When enabled, an octree containing the scene's lighting information will be computed. This octree will then be used to light dynamic objects in the scene.
</member>
<member name="capture_propagation" type="float" setter="set_capture_propagation" getter="get_capture_propagation" default="1.0">
Bias value to reduce the amount of light proagation in the captured octree.
</member>
<member name="capture_quality" type="int" setter="set_capture_quality" getter="get_capture_quality" enum="BakedLightmap.BakeQuality" default="1">
Bake quality of the capture data.
</member>
<member name="default_texels_per_unit" type="float" setter="set_default_texels_per_unit" getter="get_default_texels_per_unit" default="16.0">
If a baked mesh doesn't have a UV2 size hint, this value will be used to roughly compute a suitable lightmap size.
</member>
<member name="environment_custom_color" type="Color" setter="set_environment_custom_color" getter="get_environment_custom_color">
The environment color when [member environment_mode] is set to [constant ENVIRONMENT_MODE_CUSTOM_COLOR].
</member>
<member name="environment_custom_energy" type="float" setter="set_environment_custom_energy" getter="get_environment_custom_energy">
The energy scaling factor when when [member environment_mode] is set to [constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant ENVIRONMENT_MODE_CUSTOM_SKY].
</member>
<member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky">
The [Sky] resource to use when [member environment_mode] is set o [constant ENVIRONMENT_MODE_CUSTOM_SKY].
</member>
<member name="environment_custom_sky_rotation_degrees" type="Vector3" setter="set_environment_custom_sky_rotation_degrees" getter="get_environment_custom_sky_rotation_degrees">
The rotation of the baked custom sky.
</member>
<member name="environment_min_light" type="Color" setter="set_environment_min_light" getter="get_environment_min_light" default="Color( 0, 0, 0, 1 )">
Minimum ambient light for all the lightmap texels. This doesn't take into account any occlusion from the scene's geometry, it simply ensures a minimum amount of light on all the lightmap texels. Can be used for artistic control on shadow color.
</member>
<member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="BakedLightmap.EnvironmentMode" default="0">
Decides which environment to use during baking.
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
Size of the baked lightmap. Only meshes inside this region will be included in the baked lightmap, also used as the bounds of the captured region for dynamic lighting.
</member>
<member name="image_path" type="String" setter="set_image_path" getter="get_image_path">
Deprecated, in previous versions it determined the location where lightmaps were be saved.
</member>
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<member name="light_data" type="BakedLightmapData" setter="set_light_data" getter="get_light_data">
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The calculated light data.
</member>
<member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality" default="1">
Determines the amount of samples per texel used in indrect light baking. The amount of samples for each quality level can be configured in the project settings.
</member>
<member name="use_color" type="bool" setter="set_use_color" getter="is_using_color" default="true">
Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting.
</member>
<member name="use_denoiser" type="bool" setter="set_use_denoiser" getter="is_using_denoiser" default="true">
When enabled, a lightmap denoiser will be used to reduce the noise inherent to Monte Carlo based global illumination.
</member>
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="true">
If [code]true[/code], stores the lightmap textures in a high dynamic range format (EXR). If [code]false[/code], stores the lightmap texture in a low dynamic range PNG image. This can be set to [code]false[/code] to reduce disk usage, but light values over 1.0 will be clamped and you may see banding caused by the reduced precision.
[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease lightmap banding even when using the GLES2 backend or if [member ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code].
</member>
</members>
<constants>
<constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality">
The lowest bake quality mode. Fastest to calculate.
</constant>
<constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality">
The default bake quality mode.
</constant>
<constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality">
A higher bake quality mode. Takes longer to calculate.
</constant>
<constant name="BAKE_QUALITY_ULTRA" value="3" enum="BakeQuality">
The highest bake quality mode. Takes the longest to calculate.
</constant>
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<constant name="BAKE_ERROR_OK" value="0" enum="BakeError">
Baking was successful.
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</constant>
<constant name="BAKE_ERROR_NO_SAVE_PATH" value="1" enum="BakeError">
Returns if no viable save path is found. This can happen where an [member image_path] is not specified or when the save location is invalid.
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</constant>
<constant name="BAKE_ERROR_NO_MESHES" value="2" enum="BakeError">
Currently unused.
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</constant>
<constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="3" enum="BakeError">
Returns when the baker cannot save per-mesh textures to file.
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</constant>
<constant name="BAKE_ERROR_LIGHTMAP_SIZE" value="4" enum="BakeError">
The size of the generated lightmaps is too large.
</constant>
<constant name="BAKE_ERROR_INVALID_MESH" value="5" enum="BakeError">
Some mesh contains UV2 values outside the [code][0,1][/code] range.
</constant>
<constant name="BAKE_ERROR_USER_ABORTED" value="6" enum="BakeError">
Returns if user cancels baking.
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</constant>
<constant name="BAKE_ERROR_NO_LIGHTMAPPER" value="7" enum="BakeError">
Returns if lightmapper can't be created. Unless you are using a custom lightmapper, please report this as bug.
</constant>
<constant name="BAKE_ERROR_NO_ROOT" value="8" enum="BakeError">
There is no root node to start baking from. Either provide [code]from_node[/code] argument or attach this node to a parent that should be used as root.
</constant>
<constant name="ENVIRONMENT_MODE_DISABLED" value="0" enum="EnvironmentMode">
No environment is used during baking.
</constant>
<constant name="ENVIRONMENT_MODE_SCENE" value="1" enum="EnvironmentMode">
The baked environment is automatically picked from the current scene.
</constant>
<constant name="ENVIRONMENT_MODE_CUSTOM_SKY" value="2" enum="EnvironmentMode">
A custom sky is used as environment during baking.
</constant>
<constant name="ENVIRONMENT_MODE_CUSTOM_COLOR" value="3" enum="EnvironmentMode">
A custom solid color is used as environment during baking.
</constant>
</constants>
</class>