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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "BakedLightmap" inherits= "VisualInstance" version= "3.4" >
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<brief_description >
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Prerendered indirect light map for a scene.
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</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.
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[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.3/tutorials/3d/baked_lightmaps.html</link>
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</tutorials>
<methods >
<method name= "bake" >
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<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= """" />
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<description >
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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 save path is provided it will try to match the path from the current [member light_data].
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</description>
</method>
</methods>
<members >
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<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.
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</member>
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<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>
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<member name= "bias" type= "float" setter= "set_bias" getter= "get_bias" default= "0.005" >
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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>
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<member name= "bounces" type= "int" setter= "set_bounces" getter= "get_bounces" default= "3" >
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Number of light bounces that are taken into account during baking. See also [member bounce_indirect_energy].
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</member>
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<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.
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</member>
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<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.
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</member>
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<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.
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</member>
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<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.
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</member>
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<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>
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<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>
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<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.
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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 )" >
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.
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</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.
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</member>
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<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>
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<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>
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<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>
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<member name= "use_hdr" type= "bool" setter= "set_use_hdr" getter= "is_using_hdr" default= "true" >
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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].
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</member>
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</members>
<constants >
<constant name= "BAKE_QUALITY_LOW" value= "0" enum= "BakeQuality" >
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The lowest bake quality mode. Fastest to calculate.
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</constant>
<constant name= "BAKE_QUALITY_MEDIUM" value= "1" enum= "BakeQuality" >
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The default bake quality mode.
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</constant>
<constant name= "BAKE_QUALITY_HIGH" value= "2" enum= "BakeQuality" >
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A higher bake quality mode. Takes longer to calculate.
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</constant>
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<constant name= "BAKE_QUALITY_ULTRA" value= "3" enum= "BakeQuality" >
The highest bake quality mode. Takes the longest to calculate.
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</constant>
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<constant name= "BAKE_ERROR_OK" value= "0" enum= "BakeError" >
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Baking was successful.
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</constant>
<constant name= "BAKE_ERROR_NO_SAVE_PATH" value= "1" enum= "BakeError" >
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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" >
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Currently unused.
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</constant>
<constant name= "BAKE_ERROR_CANT_CREATE_IMAGE" value= "3" enum= "BakeError" >
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Returns when the baker cannot save per-mesh textures to file.
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</constant>
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<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" >
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Returns if user cancels baking.
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</constant>
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<constant name= "BAKE_ERROR_NO_LIGHTMAPPER" value= "7" enum= "BakeError" >
</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>
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</constants>
</class>