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Diffstat (limited to 'doc/classes/GIProbe.xml')
-rw-r--r-- | doc/classes/GIProbe.xml | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 8885f360a3..4f56d1ad3e 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -5,10 +5,12 @@ </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/gi_probes/quality]. + 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/global_illumination/gi_probes/quality]. + [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> + <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="bake"> |