diff options
-rw-r--r-- | doc/classes/VoxelGIData.xml | 6 | ||||
-rw-r--r-- | modules/gltf/gltf_document.cpp | 3 | ||||
-rw-r--r-- | scene/3d/voxel_gi.h | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.h | 4 |
4 files changed, 9 insertions, 8 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/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 4ca8482ba3..7e90f198f6 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -4938,7 +4938,8 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) { if (d.has("name")) { const String name = d["name"]; - if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) { + const String name_lower = name.to_lower(); + if (name_lower.begins_with("loop") || name_lower.ends_with("loop") || name_lower.begins_with("cycle") || name_lower.ends_with("cycle")) { animation->set_loop(true); } animation->set_name(_gen_unique_animation_name(state, name)); 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; |