Merge pull request #37596 from NHodgesVFX/3.2
Make note of 16 probe limit
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Captures its surroundings to create reflections.
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Captures its surroundings to create reflections.
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</brief_description>
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</brief_description>
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<description>
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<description>
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Capture its surroundings as a dual parabolid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
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Capture its surroundings as a dual paraboloid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
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The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them.
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The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them.
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Note: By default Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv].
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link>
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