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Diffstat (limited to 'doc/classes/VoxelGI.xml')
-rw-r--r-- | doc/classes/VoxelGI.xml | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml new file mode 100644 index 0000000000..fa5035349e --- /dev/null +++ b/doc/classes/VoxelGI.xml @@ -0,0 +1,63 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="VoxelGI" inherits="VisualInstance3D" version="4.0"> + <brief_description> + Real-time global illumination (GI) probe. + </brief_description> + <description> + [VoxelGI]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. [VoxelGI]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 [VoxelGI]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/voxel_gi/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 title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/voxel_gi.html</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> + </tutorials> + <methods> + <method name="bake"> + <return type="void"> + </return> + <argument index="0" name="from_node" type="Node" default="null"> + </argument> + <argument index="1" name="create_visual_debug" type="bool" default="false"> + </argument> + <description> + Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_BAKED] and [Light3D]s marked with either [constant Light3D.BAKE_DYNAMIC] or [constant Light3D.BAKE_STATIC]. 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 [VoxelGI]'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="data" type="VoxelGIData" setter="set_probe_data" getter="get_probe_data"> + The [VoxelGIData] resource that holds the data for this [VoxelGI]. + </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 [VoxelGI]. 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="subdiv" type="int" setter="set_subdiv" getter="get_subdiv" enum="VoxelGI.Subdiv" default="1"> + Number of times to subdivide the grid that the [VoxelGI] 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. + </constant> + </constants> +</class> |