godot/doc/classes/GIProbe.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="GIProbe" inherits="VisualInstance" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
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Real-time global illumination (GI) probe.
</brief_description>
<description>
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[GIProbe]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. [GIProbe]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.
Having [GIProbe]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/quality/voxel_cone_tracing/high_quality].
[b]Procedural generation:[/b] [GIProbe] 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.
[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider [BakedLightmap] instead). To provide a fallback for low-end hardware, consider adding an option to disable [GIProbe] in your project's options menus. A [GIProbe] 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 [MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] enabled. These temporary nodes can then be hidden after baking the [GIProbe] node.
[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can emit light in a [GIProbe].
</description>
<tutorials>
<link title="GI probes">$DOCS_URL/tutorials/3d/gi_probes.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="bake">
<return type="void" />
<argument index="0" name="from_node" type="Node" default="null" />
<argument index="1" name="create_visual_debug" type="bool" default="false" />
<description>
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Bakes the effect from all [GeometryInstance]s marked with [member GeometryInstance.use_in_baked_light] and [Light]s marked with either [constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. 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 [GIProbe]'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 [GIProbe] generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [GIProbe], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly.
</description>
</method>
<method name="debug_bake">
<return type="void" />
<description>
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Calls [method bake] with [code]create_visual_debug[/code] enabled.
</description>
</method>
</methods>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
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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 [member normal_bias] should be played around with to minimize self-shadowing and light leaking.
[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the size of the voxels.
</member>
<member name="compress" type="bool" setter="set_compress" getter="is_compressed" default="false">
[i]Deprecated.[/i] This property has been deprecated due to known bugs and no longer has any effect when enabled.
</member>
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<member name="data" type="GIProbeData" setter="set_probe_data" getter="get_probe_data">
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The [GIProbeData] resource that holds the data for this [GIProbe].
</member>
<member name="dynamic_range" type="int" setter="set_dynamic_range" getter="get_dynamic_range" default="4">
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The maximum brightness that the [GIProbe] will recognize. Brightness will be scaled within this range.
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
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Energy multiplier. Makes the lighting contribution from the [GIProbe] brighter.
</member>
<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 [GIProbe]. 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.
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
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If [code]true[/code], ignores the sky contribution when calculating lighting.
</member>
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
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Offsets the lookup into the [GIProbe] based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.
</member>
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
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How much light propagates through the probe internally. A higher value allows light to spread further.
</member>
<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="GIProbe.Subdiv" default="1">
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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.
</member>
</members>
<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.
</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.
</constant>
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<constant name="SUBDIV_256" value="2" enum="Subdiv">
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Use 256 subdivisions.
</constant>
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<constant name="SUBDIV_512" value="3" enum="Subdiv">
Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware, this could cause the GPU to stall.
</constant>
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<constant name="SUBDIV_MAX" value="4" enum="Subdiv">
Represents the size of the [enum Subdiv] enum.
</constant>
</constants>
</class>