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GIProbe

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Inherits: VisualInstance < Spatial < Node < Object

Real-time global illumination (GI) probe.

Description

GIProbes 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. GIProbes 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 GIProbes in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the ProjectSettings using ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality.

Tutorials

Methods

voidbake ( Node from_node=null, bool create_visual_debug=false )
voiddebug_bake ( )

Enumerations

enum Subdiv:

  • SUBDIV_64 = 0 — 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.
  • SUBDIV_128 = 1 — Use 128 subdivisions. This is the default quality setting.
  • SUBDIV_256 = 2 — Use 256 subdivisions.
  • SUBDIV_512 = 3 — Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware this could cause the GPU to stall.
  • SUBDIV_MAX = 4 — Represents the size of the Subdiv enum.

Property Descriptions

Default1.5
Setterset_bias(value)
Getterget_bias()

Offsets the lookup of the light contribution from the GIProbe. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and normal_bias should be played around with to minimize self-shadowing and light leaking.

Note: bias should usually be above 1.0 as that is the size of the voxels.


Defaultfalse
Setterset_compress(value)
Getteris_compressed()

If true, the data for this GIProbe will be compressed. Compression saves space, but results in far worse visual quality.


Setterset_probe_data(value)
Getterget_probe_data()

The GIProbeData resource that holds the data for this GIProbe.


  • int dynamic_range
Default4
Setterset_dynamic_range(value)
Getterget_dynamic_range()

The maximum brightness that the GIProbe will recognize. Brightness will be scaled within this range.


Default1.0
Setterset_energy(value)
Getterget_energy()

Energy multiplier. Makes the lighting contribution from the GIProbe brighter.


DefaultVector3( 10, 10, 10 )
Setterset_extents(value)
Getterget_extents()

The size of the area covered by the GIProbe. If you make the extents larger without increasing the subdivisions with subdiv, the size of each cell will increase and result in lower detailed lighting.


Defaultfalse
Setterset_interior(value)
Getteris_interior()

If true, ignores the sky contribution when calculating lighting.


Default0.0
Setterset_normal_bias(value)
Getterget_normal_bias()

Offsets the lookup into the GIProbe based on the object’s normal direction. Can be used to reduce some self-shadowing artifacts.


Default0.7
Setterset_propagation(value)
Getterget_propagation()

How much light propagates through the probe internally. A higher value allows light to spread further.


Default1
Setterset_subdiv(value)
Getterget_subdiv()

Number of times to subdivide the grid that the GIProbe operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.

Method Descriptions

  • void bake ( Node from_node=null, bool create_visual_debug=false )

Bakes the effect from all GeometryInstances marked with GeometryInstance.use_in_baked_light and Lights marked with either Light.BAKE_INDIRECT or Light.BAKE_ALL. If create_visual_debug is true, 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 GIProbe’s data and debug any issues that may be occurring.


  • void debug_bake ( )

Calls bake with create_visual_debug enabled.

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Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 1970-01-01 at 00:00:00. It’s the English Stable version because it’s what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.

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