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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-11-15 08:35:25 +0100 |
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committer | GitHub <noreply@github.com> | 2021-11-15 08:35:25 +0100 |
commit | b6c002f32d3ee01f227dbaaf15caf5ce378f2fb6 (patch) | |
tree | 45b907e3a7f0409021934908ee83391f4bd19b41 /doc/classes/LightmapGI.xml | |
parent | 8bb163807a63ad4f5b6ea6469149252ea5304881 (diff) | |
parent | f50aeb531bf4dfd8fa0e96ca02cf0475b6a63f2e (diff) |
Merge pull request #54981 from Calinou/doc-gi
Diffstat (limited to 'doc/classes/LightmapGI.xml')
-rw-r--r-- | doc/classes/LightmapGI.xml | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index 0cdf9f820f..b7d4c93fd5 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LightmapGI" inherits="VisualInstance3D" version="4.0"> <brief_description> + Computes and stores baked lightmaps for fast global illumination. </brief_description> <description> + The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI]. + [b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [LightmapGI] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment.sdfgi_enabled]). + [b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices. </description> <tutorials> </tutorials> |