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authorRémi Verschelde <remi@verschelde.fr>2021-03-28 14:16:49 +0200
committerGitHub <noreply@github.com>2021-03-28 14:16:49 +0200
commitbf0ec13fee05e306e3858194eae3f881204a2ce1 (patch)
treecb88e2c474fdfafb18406c3dcb30ddb029d57d9d
parentb9d941b22c668fc6d0e96c0d8f59f3ce4c1b3724 (diff)
parent217192b9e03c7130335bd7b024c53d2c0b7bbc39 (diff)
Merge pull request #47428 from Calinou/doc-giprobe-sdfgi-leaks
Document how to avoid light leaks with GIProbe and SDFGI
-rw-r--r--doc/classes/Environment.xml2
-rw-r--r--doc/classes/GIProbe.xml1
2 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 821aa91d21..6909fac2b7 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -176,6 +176,8 @@
<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" enum="Environment.SDFGICascades" default="1">
</member>
<member name="sdfgi_enabled" type="bool" setter="set_sdfgi_enabled" getter="is_sdfgi_enabled" default="false">
+ If [code]true[/code], enables signed distance field global illumination.
+ [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.
</member>
<member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0">
</member>
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index dd51248fd9..4f56d1ad3e 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -6,6 +6,7 @@
<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/global_illumination/gi_probes/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.
</description>
<tutorials>
<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>