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-rw-r--r--doc/classes/GIProbe.xml22
1 files changed, 21 insertions, 1 deletions
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index a9192d1942..f3fb199a50 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -1,8 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="GIProbe" inherits="VisualInstance" category="Core" version="3.2">
+<class name="GIProbe" inherits="VisualInstance" version="3.2">
<brief_description>
+ Real-time global illumination (GI) probe.
</brief_description>
<description>
+ [GIProbe]s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. [GIProbe]s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.
+ Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
@@ -16,45 +19,62 @@
<argument index="1" name="create_visual_debug" type="bool" default="false">
</argument>
<description>
+ Bakes the effect from all [GeometryInstance]s marked with [member GeometryInstance.use_in_baked_light] and [Light]s marked with either [constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [GIProbe]'s data and debug any issues that may be occurring.
</description>
</method>
<method name="debug_bake">
<return type="void">
</return>
<description>
+ Calls [method bake] with [code]create_visual_debug[/code] enabled.
</description>
</method>
</methods>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="1.5">
+ Offsets the lookup of the light contribution from the [GIProbe]. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and [member normal_bias] should be played around with to minimize self-shadowing and light leaking.
+ [b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the size of the voxels.
</member>
<member name="compress" type="bool" setter="set_compress" getter="is_compressed" default="false">
+ If [code]true[/code], the data for this [GIProbe] will be compressed. Compression saves space, but results in far worse visual quality.
</member>
<member name="data" type="GIProbeData" setter="set_probe_data" getter="get_probe_data">
+ The [GIProbeData] resource that holds the data for this [GIProbe].
</member>
<member name="dynamic_range" type="int" setter="set_dynamic_range" getter="get_dynamic_range" default="4">
+ The maximum brightness that the [GIProbe] will recognize. Brightness will be scaled within this range.
</member>
<member name="energy" type="float" setter="set_energy" getter="get_energy" default="1.0">
+ Energy multiplier. Makes the lighting contribution from the [GIProbe] brighter.
</member>
<member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3( 10, 10, 10 )">
+ The size of the area covered by the [GIProbe]. If you make the extents larger without increasing the subdivisions with [member subdiv], the size of each cell will increase and result in lower detailed lighting.
</member>
<member name="interior" type="bool" setter="set_interior" getter="is_interior" default="false">
+ If [code]true[/code], ignores the sky contribution when calculating lighting.
</member>
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
+ Offsets the lookup into the [GIProbe] based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.
</member>
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
+ How much light propagates through the probe internally. A higher value allows light to spread further.
</member>
<member name="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="GIProbe.Subdiv" default="1">
+ Number of times to subdivide the grid that the [GIProbe] operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
</member>
</members>
<constants>
<constant name="SUBDIV_64" value="0" enum="Subdiv">
+ Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use it if you can, but especially use it on lower-end hardware.
</constant>
<constant name="SUBDIV_128" value="1" enum="Subdiv">
+ Use 128 subdivisions. This is the default quality setting.
</constant>
<constant name="SUBDIV_256" value="2" enum="Subdiv">
+ Use 256 subdivisions.
</constant>
<constant name="SUBDIV_512" value="3" enum="Subdiv">
+ Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware this could cause the GPU to stall.
</constant>
<constant name="SUBDIV_MAX" value="4" enum="Subdiv">
Represents the size of the [enum Subdiv] enum.