Class VoxelGI
Real-time global illumination (GI) probe.
- Inheritance
-
VoxelGI
Remarks
VoxelGIs are used to provide high-quality real-time indirect light and reflections 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. VoxelGIs need to be baked before having a visible effect. However, once baked, dynamic objects will receive light from them. Furthermore, lights can be fully dynamic or baked.
Note: VoxelGI is only supported in the Forward+ rendering method, not Mobile or Compatibility.
Procedural generation: VoxelGI 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. For games where geometry is generated at any time during gameplay, SDFGI is more suitable (see sdfgi_enabled).
Performance: VoxelGI is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider LightmapGI instead). To improve performance, adjust rendering/global_illumination/voxel_gi/quality and enable rendering/global_illumination/gi/use_half_resolution in the Project Settings. To provide a fallback for low-end hardware, consider adding an option to disable VoxelGI in your project's options menus. A VoxelGI 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 MeshInstance3D nodes with their gi_mode set to GeometryInstance3D.GI_MODE_STATIC. These temporary nodes can then be hidden after baking the VoxelGI node.
See Also
Properties
camera_attributes
The CameraAttributes resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the VoxelGI will have banding artifacts or may have over-exposure artifacts.
var camera_attributes : CameraAttributes
Property Value
Remarks
- void set_camera_attributes(CameraAttributes value)
- CameraAttributes get_camera_attributes
data
The VoxelGIData resource that holds the data for this VoxelGI.
var data : VoxelGIData
Property Value
Remarks
- void set_probe_data(VoxelGIData value)
- VoxelGIData get_probe_data
size
The size of the area covered by the VoxelGI. If you make the size larger without increasing the subdivisions with subdiv, the size of each cell will increase and result in lower detailed lighting.
Note: Size is clamped to 1.0 unit or more on each axis.
var size : Vector3 = Vector3(20, 20, 20)
Property Value
Remarks
subdiv
Number of times to subdivide the grid that the VoxelGI operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.
var subdiv : int = 1
Property Value
Remarks
Methods
bake(Node, bool)
Bakes the effect from all GeometryInstance3Ds marked with GeometryInstance3D.GI_MODE_STATIC and Light3Ds marked with either Light3D.BAKE_STATIC or Light3D.BAKE_DYNAMIC. 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 VoxelGI's data and debug any issues that may be occurring.
Note: VoxelGI.bake works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a VoxelGI node generally takes from 5 to 20 seconds in most scenes. Reducing subdiv can speed up baking.
Note: GeometryInstance3Ds and Light3Ds must be fully ready before VoxelGI.bake is called. If you are procedurally creating those and some meshes or lights are missing from your baked VoxelGI, use call_deferred("bake")
instead of calling VoxelGI.bake directly.
void bake(Node from_node, bool create_visual_debug)
Parameters
debug_bake
Calls VoxelGI.bake with create_visual_debug
enabled.
void debug_bake