:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the GIProbe.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_GIProbe: GIProbe ======= **Inherits:** :ref:`VisualInstance` **<** :ref:`CullInstance` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` Real-time global illumination (GI) probe. Description ----------- ``GIProbe``\ s 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. ``GIProbe``\ s 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 ``GIProbe``\ s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the :ref:`ProjectSettings` using :ref:`ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality`. **Procedural generation:** ``GIProbe`` can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance. **Performance:** ``GIProbe`` is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider :ref:`BakedLightmap` instead). To provide a fallback for low-end hardware, consider adding an option to disable ``GIProbe`` in your project's options menus. A ``GIProbe`` node can be disabled by hiding it. **Note:** Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary :ref:`MeshInstance` nodes with :ref:`GeometryInstance.use_in_baked_light` enabled. These temporary nodes can then be hidden after baking the ``GIProbe`` node. **Note:** Due to a renderer limitation, emissive :ref:`ShaderMaterial`\ s cannot emit light when used in a ``GIProbe``. Only emissive :ref:`SpatialMaterial`\ s can emit light in a ``GIProbe``. Tutorials --------- - :doc:`../tutorials/3d/gi_probes` - `Third Person Shooter Demo `__ Properties ---------- +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`float` | :ref:`bias` | ``1.5`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`bool` | :ref:`compress` | ``false`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`GIProbeData` | :ref:`data` | | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`int` | :ref:`dynamic_range` | ``4`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`float` | :ref:`energy` | ``1.0`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`Vector3` | :ref:`extents` | ``Vector3( 10, 10, 10 )`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`bool` | :ref:`interior` | ``false`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`float` | :ref:`normal_bias` | ``0.0`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`float` | :ref:`propagation` | ``0.7`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ | :ref:`Subdiv` | :ref:`subdiv` | ``1`` | +---------------------------------------+------------------------------------------------------------+---------------------------+ Methods ------- +------+----------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`bake` **(** :ref:`Node` from_node=null, :ref:`bool` create_visual_debug=false **)** | +------+----------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`debug_bake` **(** **)** | +------+----------------------------------------------------------------------------------------------------------------------------------------------+ Enumerations ------------ .. _enum_GIProbe_Subdiv: .. _class_GIProbe_constant_SUBDIV_64: .. _class_GIProbe_constant_SUBDIV_128: .. _class_GIProbe_constant_SUBDIV_256: .. _class_GIProbe_constant_SUBDIV_512: .. _class_GIProbe_constant_SUBDIV_MAX: 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 :ref:`Subdiv` enum. Property Descriptions --------------------- .. _class_GIProbe_property_bias: - :ref:`float` **bias** +-----------+-----------------+ | *Default* | ``1.5`` | +-----------+-----------------+ | *Setter* | set_bias(value) | +-----------+-----------------+ | *Getter* | get_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 :ref:`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. ---- .. _class_GIProbe_property_compress: - :ref:`bool` **compress** +-----------+---------------------+ | *Default* | ``false`` | +-----------+---------------------+ | *Setter* | set_compress(value) | +-----------+---------------------+ | *Getter* | is_compressed() | +-----------+---------------------+ *Deprecated.* This property has been deprecated due to known bugs and no longer has any effect when enabled. ---- .. _class_GIProbe_property_data: - :ref:`GIProbeData` **data** +----------+-----------------------+ | *Setter* | set_probe_data(value) | +----------+-----------------------+ | *Getter* | get_probe_data() | +----------+-----------------------+ The :ref:`GIProbeData` resource that holds the data for this ``GIProbe``. ---- .. _class_GIProbe_property_dynamic_range: - :ref:`int` **dynamic_range** +-----------+--------------------------+ | *Default* | ``4`` | +-----------+--------------------------+ | *Setter* | set_dynamic_range(value) | +-----------+--------------------------+ | *Getter* | get_dynamic_range() | +-----------+--------------------------+ The maximum brightness that the ``GIProbe`` will recognize. Brightness will be scaled within this range. ---- .. _class_GIProbe_property_energy: - :ref:`float` **energy** +-----------+-------------------+ | *Default* | ``1.0`` | +-----------+-------------------+ | *Setter* | set_energy(value) | +-----------+-------------------+ | *Getter* | get_energy() | +-----------+-------------------+ Energy multiplier. Makes the lighting contribution from the ``GIProbe`` brighter. ---- .. _class_GIProbe_property_extents: - :ref:`Vector3` **extents** +-----------+---------------------------+ | *Default* | ``Vector3( 10, 10, 10 )`` | +-----------+---------------------------+ | *Setter* | set_extents(value) | +-----------+---------------------------+ | *Getter* | get_extents() | +-----------+---------------------------+ The size of the area covered by the ``GIProbe``. If you make the extents larger without increasing the subdivisions with :ref:`subdiv`, the size of each cell will increase and result in lower detailed lighting. ---- .. _class_GIProbe_property_interior: - :ref:`bool` **interior** +-----------+---------------------+ | *Default* | ``false`` | +-----------+---------------------+ | *Setter* | set_interior(value) | +-----------+---------------------+ | *Getter* | is_interior() | +-----------+---------------------+ If ``true``, ignores the sky contribution when calculating lighting. ---- .. _class_GIProbe_property_normal_bias: - :ref:`float` **normal_bias** +-----------+------------------------+ | *Default* | ``0.0`` | +-----------+------------------------+ | *Setter* | set_normal_bias(value) | +-----------+------------------------+ | *Getter* | get_normal_bias() | +-----------+------------------------+ Offsets the lookup into the ``GIProbe`` based on the object's normal direction. Can be used to reduce some self-shadowing artifacts. ---- .. _class_GIProbe_property_propagation: - :ref:`float` **propagation** +-----------+------------------------+ | *Default* | ``0.7`` | +-----------+------------------------+ | *Setter* | set_propagation(value) | +-----------+------------------------+ | *Getter* | get_propagation() | +-----------+------------------------+ How much light propagates through the probe internally. A higher value allows light to spread further. ---- .. _class_GIProbe_property_subdiv: - :ref:`Subdiv` **subdiv** +-----------+-------------------+ | *Default* | ``1`` | +-----------+-------------------+ | *Setter* | set_subdiv(value) | +-----------+-------------------+ | *Getter* | get_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 ------------------- .. _class_GIProbe_method_bake: - void **bake** **(** :ref:`Node` from_node=null, :ref:`bool` create_visual_debug=false **)** Bakes the effect from all :ref:`GeometryInstance`\ s marked with :ref:`GeometryInstance.use_in_baked_light` and :ref:`Light`\ s marked with either :ref:`Light.BAKE_INDIRECT` or :ref:`Light.BAKE_ALL`. If ``create_visual_debug`` is ``true``, after baking the light, this will generate a :ref:`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. **Note:** :ref:`bake` works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a ``GIProbe`` generally takes from 5 to 20 seconds in most scenes. Reducing :ref:`subdiv` can speed up baking. ---- .. _class_GIProbe_method_debug_bake: - void **debug_bake** **(** **)** Calls :ref:`bake` with ``create_visual_debug`` enabled. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`