This provides increased lightmap quality with less noise, smoother
shadows and better small-scale shadow detail. The downside is that
this significantly increases bake times and memory usage while baking
lightmaps, so this option is disabled by default.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: landervr <31851431+CpnWaffle@users.noreply.github.com>
`LightmapGI`'s documentation currently doesn't mention the fact it only bakes nodes under its parent.
This can make the user think there is something wrong with their scene setup or 3D models, as it refuses to bake when the user's models / world isn't under the same parent as the `LightmapGI`.
Port over the logic from Godot 3.5 for indirect lighting. This should fix many issues about indirect bounces causing more energy and improve the overall quality of the result.
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
- Use 3 bounces by default.
- Enable environment lighting from the scene by default.
- This is not done in `3.x` for compatibility with existing projects,
but it makes sense to do this by default since pretty much all
outdoor scenes benefit from this.
- Set the custom environment color to white (like ReflectionProbe).
- Its default energy is still 0, so it's invisible by default.
- Enable the generation of dynamic object probes by default.
- Tweak the `max_texture_size` property hint for better usability.
- Improve error messages when passing invalid sizes to
`LightmapGI.set_max_texture_size()`.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.