<?xml version="1.0" encoding="UTF-8" ?> <class name="GIProbe" inherits="VisualInstance" version="3.3"> <brief_description> Real-time global illumination (GI) probe. </brief_description> <description> [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]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. [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">https://docs.godotengine.org/en/3.3/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"> </return> <argument index="0" name="from_node" type="Node" default="null"> </argument> <argument index="1" name="create_visual_debug" type="bool" default="false"> </argument> <description> 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. </description> </method> <method name="debug_bake"> <return type="void"> </return> <description> 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"> 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"> If [code]true[/code], the data for this [GIProbe] will be compressed. Compression saves space, but results in far worse visual quality. </member> <member name="data" type="GIProbeData" setter="set_probe_data" getter="get_probe_data"> 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"> 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"> 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 )"> 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"> 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"> 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"> 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"> 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> <constant name="SUBDIV_64" value="0" enum="Subdiv"> 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> <constant name="SUBDIV_128" value="1" enum="Subdiv"> Use 128 subdivisions. This is the default quality setting. </constant> <constant name="SUBDIV_256" value="2" enum="Subdiv"> Use 256 subdivisions. </constant> <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> <constant name="SUBDIV_MAX" value="4" enum="Subdiv"> Represents the size of the [enum Subdiv] enum. </constant> </constants> </class>