diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index ee9835696211..ffde0d95ce09 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -4,80 +4,122 @@ Computes and stores baked lightmaps for fast global illumination. - The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI]. + The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps are used to provide high-quality indirect lighting with very little light leaking. [LightmapGI] can also provide rough reflections using spherical harmonics if [member directional] is enabled. Dynamic objects can receive indirect lighting thanks to [i]light probes[/i], which can be automatically placed by setting [member generate_probes_subdiv] to a value other than [constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be added by creating [LightmapProbe] nodes. The downside is that lightmaps are fully static and cannot be baked in an exported project. Baking a [LightmapGI] node is also slower compared to [VoxelGI]. [b]Procedural generation:[/b] Lightmap baking functionality is only available in the editor. This means [LightmapGI] is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment.sdfgi_enabled]). [b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices. + [b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again. + [b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking. + [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Clustered or Mobile), not OpenGL. + The bias to use when computing shadows. Increasing [member bias] can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time [Light3D] shadows are not affected by this [member bias] property. + Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to [code]0[/code], only environment lighting, direct light and emissive lighting is baked. + If [code]true[/code], bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that their have direct light baked ([member Light3D.light_bake_mode] set to [constant Light3D.BAKE_STATIC]). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes. + [b]Note:[/b] The property's name has no relationship with [DirectionalLight3D]. [member directional] works with all light types. + The color to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]. + The color multiplier to use for environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]. + The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]. + The environment mode to use when baking lightmaps. + The level of subdivision to use when automatically generating [LightmapProbe]s for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes. + [b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as nodes in the Scene tree dock, and cannot be modified this way after they are generated. + [b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time. + If [code]true[/code], ignore environment lighting when baking lightmaps. + The [LightmapGIData] associated to this [LightmapGI] node. This resource is automatically created after baking, and is not meant to be created manually. + The maximum texture size for the generated texture atlas. Higher values will result in fewer slices being generated, but may not work on all hardware as a result of hardware limitations on texture sizes. Leave [member max_texture_size] at its default value of [code]16384[/code] if unsure. + The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels. + To further speed up bake times, decrease [member bounces], disable [member use_denoiser] and increase the lightmap texel size on 3D scenes in the Import doc. + If [code]true[/code], uses a CPU-based denoising algorithm on the generated lightmap. This eliminates most noise within the generated lightmap at the cost of longer bake times. File sizes are generally not impacted significantly by the use of a denoiser, although lossless compression may do a better job at compressing a denoised image. + [b]Note:[/b] The built-in denoiser (OpenImageDenoise) may crash when denoising lightmaps in large scenes. If you encounter a crash at the end of lightmap baking, try disabling [member use_denoiser]. + Low bake quality (fastest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/low_quality_probe_ray_count]. + Medium bake quality (fast bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/medium_quality_probe_ray_count]. + High bake quality (slow bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_probe_ray_count]. + Highest bake quality (slowest bake times). The quality of this preset can be adjusted by changing [member ProjectSettings.rendering/lightmapping/bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count]. + Don't generate lightmap probes for lighting dynamic objects. + Lowest level of subdivision (fastest bake times, smallest file sizes). + Low level of subdivision (fast bake times, small file sizes). + High level of subdivision (slow bake times, large file sizes). + Highest level of subdivision (slowest bake times, largest file sizes). + Lightmap baking was successful. + Lightmap baking failed as there is no lightmapper available in this Godot build. + Lightmap baking failed as the [LightmapGIData] save path isn't configured in the resource. + Lightmap baking failed as there are no meshes whose [member GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly. + Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking. + Lightmap baking failed as the resulting image couldn't be saved or imported by Godot after it was saved. + The user aborted the lightmap baking operation (typically by clicking the [b]Cancel[/b] button in the progress dialog). + Ignore environment lighting when baking lightmaps. + Use the scene's environment lighting when baking lightmaps. + [b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking lightmaps. + Use [member environment_custom_sky] as a source of environment lighting when baking lightmaps. + Use [member environment_custom_color] multiplied by [member environment_custom_energy] as a constant source of environment lighting when baking lightmaps. diff --git a/doc/classes/LightmapGIData.xml b/doc/classes/LightmapGIData.xml index c2423daef0a2..20113ac30915 100644 --- a/doc/classes/LightmapGIData.xml +++ b/doc/classes/LightmapGIData.xml @@ -1,8 +1,10 @@ + Contains baked lightmap and dynamic object probe data for [LightmapGI]. + [LightmapGIData] contains baked lightmap and dynamic object probe data for [LightmapGI]. It is replaced every time lightmaps are baked in [LightmapGI]. @@ -14,38 +16,46 @@ + Adds an object that is considered baked within this [LightmapGIData]. + Clear all objects that are considred baked within this [LightmapGIData]. + Returns the number of objects that are considered baked within this [LightmapGIData]. + Returns the [NodePath] of the baked object at index [code]user_idx[/code]. + If [code]true[/code], lightmaps were baked with directional information. See also [member LightmapGI.directional]. + If [code]uses_spherical_harmonics[/code] is [code]true[/code], tells the engine to treat the lightmap data as if it was baked with directional information. + [b]Note:[/b] Changing this value on already baked lightmaps will not cause them to be baked again. This means the material appearance will look incorrect until lightmaps are baked again, in which case the value set here is discarded as the entire [LightmapGIData] resource is replaced by the lightmapper. + The lightmap atlas texture generated by the lightmapper. diff --git a/doc/classes/LightmapProbe.xml b/doc/classes/LightmapProbe.xml index a5ba6294b953..cb4879b6c732 100644 --- a/doc/classes/LightmapProbe.xml +++ b/doc/classes/LightmapProbe.xml @@ -1,8 +1,11 @@ + Represents a single manually placed probe for dynamic object lighting with [LightmapGI]. + [LightmapProbe] represents the position of a single manually placed probe for dynamic object lighting with [LightmapGI]. + Typically, [LightmapGI] probes are placed automatically by setting [member LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI.GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking lightmaps, you can add more probes in specific areas for greater detail, or disable automatic generation and rely only on manually placed probes instead. diff --git a/doc/classes/Lightmapper.xml b/doc/classes/Lightmapper.xml index f9a1e2fa9935..58ef2ed0cfcd 100644 --- a/doc/classes/Lightmapper.xml +++ b/doc/classes/Lightmapper.xml @@ -1,8 +1,11 @@ + Abstract class extended by lightmappers, for use in [LightmapGI]. + This class should be extended by custom lightmapper classes. Lightmappers can then be used with [LightmapGI] to provide fast baked global illumination in 3D. + Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses compute shaders, but custom lightmappers can be implemented by C++ modules. diff --git a/doc/classes/LightmapperRD.xml b/doc/classes/LightmapperRD.xml index 29d95244ce9b..e4b68a7ef8a4 100644 --- a/doc/classes/LightmapperRD.xml +++ b/doc/classes/LightmapperRD.xml @@ -1,8 +1,11 @@ + The built-in GPU-based lightmapper for use with [LightmapGI]. + LightmapperRD ("RD" stands for [RenderingDevice]) is the built-in GPU-based lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses compute shaders to bake lightmaps, so it does not require CUDA or OpenCL libraries to be installed to be usable. + [b]Note:[/b] Only usable when using the Vulkan backend (Clustered or Mobile), not OpenGL. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 8a3677c0b42b..25f0a997bad1 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1714,28 +1714,40 @@ + The maximum number of rays that can be thrown per pass when baking lightmaps with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times. + The maximum number of rays that can be thrown per pass when baking dynamic object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times. + The region size to use when baking lightmaps with [LightmapGI]. + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]. + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]. + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]. + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]. + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]. + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]. + The number of rays to use for baking dynamic object lighting in [LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]. + The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]. + The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.