- Reflections are voxelized, so they don't look as sharp as with `ReflectionProbe`. However, in exchange they are volumetric, so any room size or shape works for them. Mixing them with Screen Space Reflection also works well.
as a full 3-stage fallback-chain. This allows to have precise reflections where needed:
.. image:: img/giprobe_ref_blending.png
Interior vs exterior
--------------------
GI Probes normally allow mixing with lighting from the sky. This can be disabled
when turning on the *Interior* setting.
.. image:: img/giprobe_interior_setting.png
The difference becomes clear in the image below, where light from the sky goes
from spreading inside to being ignored.
.. image:: img/giprobe_interior.png
As complex buildings may mix interiors with exteriors, combining GIProbes
for both parts works well.
Tweaking
--------
GI Probes support a few parameters for tweaking:
.. image:: img/giprobe_tweaking.png
- **Subdiv** Subdivision used for the probe. The default (128) is generally good for small- to medium-sized areas. Bigger subdivisions use more memory.
- **Extents** Size of the probe. Can be tweaked from the gizmo.
- **Dynamic Range** Maximum light energy the probe can absorb. Higher values allow brighter light, but with less color detail.
- **Energy** Multiplier for all the probe. Can be used to make the indirect light brighter (although it's better to tweak this from the light itself).
- **Propagation** How much light propagates through the probe internally.
- **Bias** Value used to avoid self-occlusion when doing voxel cone tracing, should generally be above 1.0 (1==voxel size).
- **Normal Bias** Alternative type of bias useful for some scenes. Experiment with this one if regular bias does not work.
- **Interior** Allows mixing with lighting from the sky.
- **Compress** Currently broken. Do not use.
- **Data** Contains the light baked data after baking. If you are saving the data it should be saved as a .res file.