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Diffstat (limited to 'doc/classes/LightmapGI.xml')
-rw-r--r-- | doc/classes/LightmapGI.xml | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index 0cdf9f820f..b7d4c93fd5 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -1,8 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="LightmapGI" inherits="VisualInstance3D" version="4.0"> <brief_description> + Computes and stores baked lightmaps for fast global illumination. </brief_description> <description> + The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI]. + [b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [LightmapGI] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment.sdfgi_enabled]). + [b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices. </description> <tutorials> </tutorials> |