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VoxelGIData¶
Inherits: Resource < RefCounted < Object
Contains baked voxel global illumination data for use in a VoxelGI node.
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.
Note: To prevent text-based scene files (.tscn
) from growing too much and becoming slow to load and save, always save VoxelGIData to an external binary resource file (.res
) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the VoxelGIData resource, choosing Edit, clicking the floppy disk icon at the top of the Inspector then choosing Save As....
Tutorials¶
Properties¶
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Methods¶
void |
allocate ( Transform3D to_cell_xform, AABB aabb, Vector3 octree_size, PackedByteArray octree_cells, PackedByteArray data_cells, PackedByteArray distance_field, PackedInt32Array level_counts ) |
get_bounds ( ) const |
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get_data_cells ( ) const |
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get_level_counts ( ) const |
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get_octree_cells ( ) const |
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get_octree_size ( ) const |
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get_to_cell_xform ( ) const |
Property Descriptions¶
float bias = 1.5
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. To prioritize hiding self-reflections over lighting quality, set bias to 0.0
and normal_bias to a value between 1.0
and 2.0
.
float dynamic_range = 2.0
The dynamic range to use (1.0
represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.
float energy = 1.0
The energy of the indirect lighting and reflections produced by the VoxelGI node. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing propagation while increasing energy at the same time. See also use_two_bounces which influences the indirect lighting's effective brightness.
bool interior = false
void set_interior ( bool value )