diff options
Diffstat (limited to 'doc/classes/Light3D.xml')
-rw-r--r-- | doc/classes/Light3D.xml | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 930a68be7f..6979efa569 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -65,7 +65,7 @@ <member name="light_specular" type="float" setter="set_param" getter="get_param" default="0.5"> The intensity of the specular blob in objects affected by the light. At [code]0[/code], the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. </member> - <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.02"> + <member name="shadow_bias" type="float" setter="set_param" getter="get_param" default="0.1"> Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed. </member> <member name="shadow_blur" type="float" setter="set_param" getter="get_param" default="1.0"> @@ -77,7 +77,7 @@ <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false"> If [code]true[/code], the light will cast shadows. </member> - <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="1.0"> + <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0"> Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. </member> <member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face" default="false"> @@ -148,12 +148,9 @@ Light is ignored when baking. [b]Note:[/b] Hiding a light does [i]not[/i] affect baking. </constant> - <constant name="BAKE_INDIRECT" value="1" enum="BakeMode"> - Only indirect lighting will be baked (default). + <constant name="BAKE_DYNAMIC" value="1" enum="BakeMode"> </constant> - <constant name="BAKE_ALL" value="2" enum="BakeMode"> - Both direct and indirect light will be baked. - [b]Note:[/b] You should hide the light if you don't want it to appear twice (dynamic and baked). + <constant name="BAKE_STATIC" value="2" enum="BakeMode"> </constant> </constants> </class> |