GIProbe
Real-time global illumination (GI) probe.
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 using 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 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 MeshInstance nodes with enabled. These temporary nodes can then be hidden after baking the GIProbe
node.
Note: Due to a renderer limitation, emissive ShaderMaterials cannot emit light when used in a GIProbe
. Only emissive s can emit light in a GIProbe
.
Tutorials
Methods
void | |
void | debug_bake ( ) |
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
- float bias
Default |
|
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 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.
- bool compress
Default |
|
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.
- data
The GIProbeData resource that holds the data for this GIProbe
.
Default |
|
Setter | set_dynamic_range(value) |
Getter | get_dynamic_range() |
The maximum brightness that the GIProbe
will recognize. Brightness will be scaled within this range.
- energy
Default |
|
Setter | set_energy(value) |
get_energy() |
Energy multiplier. Makes the lighting contribution from the GIProbe
brighter.
- Vector3 extents
Default | |
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 , the size of each cell will increase and result in lower detailed lighting.
- bool interior
If true
, ignores the sky contribution when calculating lighting.
- normal_bias
Default |
|
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.
- float propagation
Default |
|
Setter | set_propagation(value) |
Getter | get_propagation() |
How much light propagates through the probe internally. A higher value allows light to spread further.
- subdiv
Default |
|
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.
- void bake ( from_node=null, bool create_visual_debug=false )
Bakes the effect from all s marked with GeometryInstance.use_in_baked_light and s marked with either Light.BAKE_INDIRECT or . 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.
Note: 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 subdiv can speed up baking.
- void debug_bake ( )
Calls with create_visual_debug
enabled.