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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-03-28 01:04:23 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-03-28 01:05:01 +0100 |
commit | 217192b9e03c7130335bd7b024c53d2c0b7bbc39 (patch) | |
tree | 4639218c4d9db3469b5f6298bd08ce739b942c45 /doc/classes/Environment.xml | |
parent | a82765a46477209dad1eeb466d593d592167060a (diff) |
Document how to avoid light leaks with GIProbe and SDFGI
Diffstat (limited to 'doc/classes/Environment.xml')
-rw-r--r-- | doc/classes/Environment.xml | 2 |
1 files changed, 2 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> |