godot/doc/classes/BakedLightmap.xml
Hugo Locurcio 974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
Higher values will make indirect lighting brighter.
A value of 1.0 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 bounces
then increasing the bounce indirect energy. Unlike BakedLightmapData's
energy property, this property does not affect direct lighting
emitted by light nodes or emissive materials.
2021-07-25 03:04:40 +02:00

149 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="BakedLightmap" inherits="VisualInstance" version="3.4">
<brief_description>
Prerendered indirect light map for a scene.
</brief_description>
<description>
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/3.3/tutorials/3d/baked_lightmaps.html</link>
</tutorials>
<methods>
<method name="bake">
<return type="int" enum="BakedLightmap.BakeError">
</return>
<argument index="0" name="from_node" type="Node" default="null">
</argument>
<argument index="1" name="data_save_path" type="String" default="&quot;&quot;">
</argument>
<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 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.
</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].
</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>
<member name="light_data" type="BakedLightmapData" setter="set_light_data" getter="get_light_data">
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>
<constant name="BAKE_ERROR_OK" value="0" enum="BakeError">
Baking was successful.
</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.
</constant>
<constant name="BAKE_ERROR_NO_MESHES" value="2" enum="BakeError">
Currently unused.
</constant>
<constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="3" enum="BakeError">
Returns when the baker cannot save per-mesh textures to file.
</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.
</constant>
<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>
</constants>
</class>