diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/ReflectionProbe.xml | 27 | ||||
-rw-r--r-- | doc/classes/Viewport.xml | 3 |
3 files changed, 25 insertions, 8 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index a6303a8caf..26d519506b 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1721,6 +1721,9 @@ <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600"> </member> <member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0"> + The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail. + [b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). + [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.lod_threshold] on the root [Viewport]. </member> <member name="rendering/occlusion_culling/bvh_build_quality" type="int" setter="" getter="" default="2"> </member> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 8bf8534334..ae0eae6454 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -1,33 +1,39 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ReflectionProbe" inherits="VisualInstance3D" version="4.0"> <brief_description> - Captures its surroundings to create reflections. + Captures its surroundings to create fast, accurate reflections from a given point. </brief_description> <description> Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses. - The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [VoxelGI]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. + The [ReflectionProbe] is used to create high-quality reflections at a low performance cost (when [member update_mode] is [constant UPDATE_ONCE]). [ReflectionProbe]s can be blended together and with the rest of the scene smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI ([member Environment.sdfgi_enabled]) and screen-space reflections ([member Environment.ss_reflections_enabled]) to get more accurate reflections in specific areas. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is. + [b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their environment from a [WorldEnvironment] node. If you specify an [Environment] resource within a [Camera3D] node, it will be ignored by the [ReflectionProbe]. This can lead to incorrect lighting within the [ReflectionProbe]. </description> <tutorials> <link title="Reflection probes">$DOCS_URL/tutorials/3d/reflection_probes.html</link> </tutorials> <members> <member name="ambient_color" type="Color" setter="set_ambient_color" getter="get_ambient_color" default="Color(0, 0, 0, 1)"> + The custom ambient color to use within the [ReflectionProbe]'s [member extents]. Only effective if [member ambient_mode] is [constant AMBIENT_COLOR]. </member> <member name="ambient_color_energy" type="float" setter="set_ambient_color_energy" getter="get_ambient_color_energy" default="1.0"> + The custom ambient color energy to use within the [ReflectionProbe]'s [member extents]. Only effective if [member ambient_mode] is [constant AMBIENT_COLOR]. </member> <member name="ambient_mode" type="int" setter="set_ambient_mode" getter="get_ambient_mode" enum="ReflectionProbe.AmbientMode" default="1"> + The ambient color to use within the [ReflectionProbe]'s [member extents]. The ambient color will smoothly blend with other [ReflectionProbe]s and the rest of the scene (outside the [ReflectionProbe]'s [member extents]). </member> <member name="box_projection" type="bool" setter="set_enable_box_projection" getter="is_box_projection_enabled" default="false"> If [code]true[/code], enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera's location. + [b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the grid, you can rotate the [ReflectionProbe] node. </member> <member name="cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask" default="1048575"> - Sets the cull mask which determines what objects are drawn by this probe. Every [VisualInstance3D] with a layer included in this cull mask will be rendered by the probe. It is best to only include large objects which are likely to take up a lot of space in the reflection in order to save on rendering cost. + Sets the cull mask which determines what objects are drawn by this probe. Every [VisualInstance3D] with a layer included in this cull mask will be rendered by the probe. To improve performance, it is best to only include large objects which are likely to take up a lot of space in the reflection. </member> <member name="enable_shadows" type="bool" setter="set_enable_shadows" getter="are_shadows_enabled" default="false"> If [code]true[/code], computes shadows in the reflection probe. This makes the reflection probe slower to render; you may want to disable this if using the [constant UPDATE_ALWAYS] [member update_mode]. </member> <member name="extents" type="Vector3" setter="set_extents" getter="get_extents" default="Vector3(10, 10, 10)"> The size of the reflection probe. The larger the extents, the more space covered by the probe, which will lower the perceived resolution. It is best to keep the extents only as large as you need them. + [b]Note:[/b] To better fit areas that are not aligned to the grid, you can rotate the [ReflectionProbe] node. </member> <member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="1.0"> Defines the reflection intensity. Intensity modulates the strength of the reflection. @@ -36,29 +42,34 @@ If [code]true[/code], reflections will ignore sky contribution. </member> <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0"> + The automatic LOD bias to use for meshes rendered within the [ReflectionProbe] (this is analog to [member Viewport.lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member lod_threshold] to improve performance at the cost of geometry detail, especially when using the [constant UPDATE_ALWAYS] [member update_mode]. + [b]Note:[/b] [member lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). </member> <member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0"> - Sets the max distance away from the probe an object can be before it is culled. + The maximum distance away from the [ReflectionProbe] an object can be before it is culled. Decrease this to improve performance, especially when using the [constant UPDATE_ALWAYS] [member update_mode]. </member> <member name="origin_offset" type="Vector3" setter="set_origin_offset" getter="get_origin_offset" default="Vector3(0, 0, 0)"> - Sets the origin offset to be used when this reflection probe is in box project mode. + Sets the origin offset to be used when this [ReflectionProbe] is in [member box_projection] mode. This can be set to a non-zero value to ensure a reflection fits a rectangle-shaped room, while reducing the amount of objects that "get in the way" of the reflection. </member> <member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="ReflectionProbe.UpdateMode" default="0"> - Sets how frequently the probe is updated. Can be [constant UPDATE_ONCE] or [constant UPDATE_ALWAYS]. + Sets how frequently the [ReflectionProbe] is updated. Can be [constant UPDATE_ONCE] or [constant UPDATE_ALWAYS]. </member> </members> <constants> <constant name="UPDATE_ONCE" value="0" enum="UpdateMode"> - Update the probe once on the next frame. The corresponding radiance map will be generated over the following six frames. This is slower to update than [constant UPDATE_ALWAYS] but can result in higher quality reflections. + Update the probe once on the next frame (recommended for most objects). The corresponding radiance map will be generated over the following six frames. This takes more time to update than [constant UPDATE_ALWAYS], but it has a lower performance cost and can result in higher-quality reflections. The ReflectionProbe is updated when its transform changes, but not when nearby geometry changes. You can force a [ReflectionProbe] update by moving the [ReflectionProbe] slightly in any direction. </constant> <constant name="UPDATE_ALWAYS" value="1" enum="UpdateMode"> - Update the probe every frame. This is needed when you want to capture dynamic objects. However, it results in an increased render time. Use [constant UPDATE_ONCE] whenever possible. + Update the probe every frame. This provides better results for fast-moving dynamic objects (such as cars). However, it has a significant performance cost. Due to the cost, it's recommended to only use one ReflectionProbe with [constant UPDATE_ALWAYS] at most per scene. For all other use cases, use [constant UPDATE_ONCE]. </constant> <constant name="AMBIENT_DISABLED" value="0" enum="AmbientMode"> + Do not apply any ambient lighting inside the [ReflectionProbe]'s [member extents]. </constant> <constant name="AMBIENT_ENVIRONMENT" value="1" enum="AmbientMode"> + Apply automatically-sourced environment lighting inside the [ReflectionProbe]'s [member extents]. </constant> <constant name="AMBIENT_COLOR" value="2" enum="AmbientMode"> + Apply custom ambient lighting inside the [ReflectionProbe]'s [member extents]. See [member ambient_color] and [member ambient_color_energy]. </constant> </constants> </class> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 4a3f99696d..4708654f9f 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -216,6 +216,9 @@ <member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true"> </member> <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0"> + The automatic LOD bias to use for meshes rendered within the [Viewport] (this is analogous to [member ReflectionProbe.lod_threshold]). Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member lod_threshold] to improve performance at the cost of geometry detail. + To control this property on the root viewport, set the [member ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project setting. + [b]Note:[/b] [member lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). </member> <member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0"> The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. |