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-rw-r--r--doc/classes/VoxelGIData.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/VoxelGIData.xml b/doc/classes/VoxelGIData.xml
index b8d424b5fe..9198da4bc6 100644
--- a/doc/classes/VoxelGIData.xml
+++ b/doc/classes/VoxelGIData.xml
@@ -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>