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-rw-r--r--doc/classes/VoxelGIData.xml6
-rw-r--r--scene/3d/voxel_gi.h4
-rw-r--r--servers/rendering/renderer_rd/environment/gi.h4
3 files changed, 7 insertions, 7 deletions
diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml
index b8d424b5fe..9198da4bc6 100644
--- a/doc/classes/VoxelGIData.xml
+++ b/doc/classes/VoxelGIData.xml
@@ -72,10 +72,10 @@
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
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. See also [member bias]. 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="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
- If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
+ <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.5">
+ The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
</member>
- <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false">
+ <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="true">
If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy].
</member>
</members>
diff --git a/scene/3d/voxel_gi.h b/scene/3d/voxel_gi.h
index e1a38dd7a0..6d173dea87 100644
--- a/scene/3d/voxel_gi.h
+++ b/scene/3d/voxel_gi.h
@@ -49,9 +49,9 @@ class VoxelGIData : public Resource {
float energy = 1.0;
float bias = 1.5;
float normal_bias = 0.0;
- float propagation = 0.7;
+ float propagation = 0.5;
bool interior = false;
- bool use_two_bounces = false;
+ bool use_two_bounces = true;
protected:
static void _bind_methods();
diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h
index c9e1a14e2e..d4d4182950 100644
--- a/servers/rendering/renderer_rd/environment/gi.h
+++ b/servers/rendering/renderer_rd/environment/gi.h
@@ -78,9 +78,9 @@ public:
float energy = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
- float propagation = 0.7;
+ float propagation = 0.5;
bool interior = false;
- bool use_two_bounces = false;
+ bool use_two_bounces = true;
uint32_t version = 1;
uint32_t data_version = 1;