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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-11-15 08:35:25 +0100
committerGitHub <noreply@github.com>2021-11-15 08:35:25 +0100
commitb6c002f32d3ee01f227dbaaf15caf5ce378f2fb6 (patch)
tree45b907e3a7f0409021934908ee83391f4bd19b41 /doc/classes/LightmapGI.xml
parent8bb163807a63ad4f5b6ea6469149252ea5304881 (diff)
parentf50aeb531bf4dfd8fa0e96ca02cf0475b6a63f2e (diff)
Merge pull request #54981 from Calinou/doc-gi
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diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml
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+++ b/doc/classes/LightmapGI.xml
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<?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>