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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-01-04 17:18:28 +0100
committerGitHub <noreply@github.com>2022-01-04 17:18:28 +0100
commiteab30316ee8ca4f8542c192fdde319c40320a2fe (patch)
tree3c9d1b93f522cb3f99a6c4c4d999ed1adde941fa /doc/classes
parent3a5a3473beda4e5f195bdb3e492f90119802385f (diff)
parentc5550108c808c435c3d8368b066250a6c3df7f2c (diff)
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
Decrease the default dynamic range in VoxelGIData to 2.0
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/VoxelGIData.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml
index 36907c88ba..f9688c0bc3 100644
--- a/doc/classes/VoxelGIData.xml
+++ b/doc/classes/VoxelGIData.xml
@@ -60,7 +60,7 @@
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
</member>
- <member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="4.0">
+ <member name="dynamic_range" type="float" setter="set_dynamic_range" getter="get_dynamic_range" default="2.0">
The dynamic range to use ([code]1.0[/code] represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">