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-rw-r--r--doc/classes/VoxelGIData.xml22
1 files changed, 11 insertions, 11 deletions
diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml
index b8d424b5fe..bd9df18394 100644
--- a/doc/classes/VoxelGIData.xml
+++ b/doc/classes/VoxelGIData.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
[VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] node. [VoxelGIData] also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the [VoxelGI] node again.
- [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the inspector then choosing [b]Save As...[/b].
+ [b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from growing too much and becoming slow to load and save, always save [VoxelGIData] to an external binary resource file ([code].res[/code]) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b].
</description>
<tutorials>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
@@ -13,13 +13,13 @@
<methods>
<method name="allocate">
<return type="void" />
- <argument index="0" name="to_cell_xform" type="Transform3D" />
- <argument index="1" name="aabb" type="AABB" />
- <argument index="2" name="octree_size" type="Vector3" />
- <argument index="3" name="octree_cells" type="PackedByteArray" />
- <argument index="4" name="data_cells" type="PackedByteArray" />
- <argument index="5" name="distance_field" type="PackedByteArray" />
- <argument index="6" name="level_counts" type="PackedInt32Array" />
+ <param index="0" name="to_cell_xform" type="Transform3D" />
+ <param index="1" name="aabb" type="AABB" />
+ <param index="2" name="octree_size" type="Vector3" />
+ <param index="3" name="octree_cells" type="PackedByteArray" />
+ <param index="4" name="data_cells" type="PackedByteArray" />
+ <param index="5" name="distance_field" type="PackedByteArray" />
+ <param index="6" name="level_counts" type="PackedInt32Array" />
<description>
</description>
</method>
@@ -72,10 +72,10 @@
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
</member>
- <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
- If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
+ <member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.5">
+ The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
</member>
- <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false">
+ <member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="true">
If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy].
</member>
</members>