Table of Contents

Class VoxelGIData

Contains baked voxel global illumination data for use in a VoxelGI node.

Inheritance
VoxelGIData

Remarks

VoxelGIData contains baked voxel global illumination for use in a VoxelGI node. VoxelGIData also offers several properties to adjust the final appearance of the global illumination. These properties can be adjusted at run-time without having to bake the VoxelGI node again.

Note: To prevent text-based scene files (.tscn) from growing too much and becoming slow to load and save, always save VoxelGIData to an external binary resource file (.res) instead of embedding it within the scene. This can be done by clicking the dropdown arrow next to the VoxelGIData resource, choosing Edit, clicking the floppy disk icon at the top of the Inspector then choosing Save As....

See Also

Properties

bias

The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. To prioritize hiding self-reflections over lighting quality, set bias to 0.0 and normal_bias to a value between 1.0 and 2.0.

var bias : float = 1.5

Property Value

float

Remarks

dynamic_range

The dynamic range to use (1.0 represents a low dynamic range scene brightness). Higher values can be used to provide brighter indirect lighting, at the cost of more visible color banding in dark areas (both in indirect lighting and reflections). To avoid color banding, it's recommended to use the lowest value that does not result in visible light clipping.

var dynamic_range : float = 2.0

Property Value

float

Remarks

  • void set_dynamic_range(float value)
  • float get_dynamic_range

energy

The energy of the indirect lighting and reflections produced by the VoxelGI node. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing propagation while increasing energy at the same time. See also use_two_bounces which influences the indirect lighting's effective brightness.

var energy : float = 1.0

Property Value

float

Remarks

interior

If true, Environment lighting is ignored by the VoxelGI node. If false, Environment lighting is taken into account by the VoxelGI node. Environment lighting updates in real-time, which means it can be changed without having to bake the VoxelGI node again.

var interior : bool = false

Property Value

bool

Remarks

  • void set_interior(bool value)
  • bool is_interior

normal_bias

The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also bias. To prioritize hiding self-reflections over lighting quality, set bias to 0.0 and normal_bias to a value between 1.0 and 2.0.

var normal_bias : float = 0.0

Property Value

float

Remarks

  • void set_normal_bias(float value)
  • float get_normal_bias

propagation

The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing propagation while increasing energy at the same time. See also use_two_bounces which influences the indirect lighting's effective brightness.

var propagation : float = 0.5

Property Value

float

Remarks

  • void set_propagation(float value)
  • float get_propagation

use_two_bounces

If true, performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling use_two_bounces, adjust propagation and energy.

var use_two_bounces : bool = true

Property Value

bool

Remarks

  • void set_use_two_bounces(bool value)
  • bool is_using_two_bounces

Methods

allocate(Transform3D, AABB, Vector3, PackedByteArray, PackedByteArray, PackedByteArray, PackedInt32Array)

void allocate(Transform3D to_cell_xform, AABB aabb, Vector3 octree_size, PackedByteArray octree_cells, PackedByteArray data_cells, PackedByteArray distance_field, PackedInt32Array level_counts)

Parameters

to_cell_xform Transform3D
aabb AABB
octree_size Vector3
octree_cells PackedByteArray
data_cells PackedByteArray
distance_field PackedByteArray
level_counts PackedInt32Array

get_bounds

Qualifiers: const

Returns the bounds of the baked voxel data as an AABB, which should match size after being baked (which only contains the size as a Vector3).

Note: If the size was modified without baking the VoxelGI data, then the value of get_bounds and size will not match.

AABB get_bounds

get_data_cells

Qualifiers: const

PackedByteArray get_data_cells

get_level_counts

Qualifiers: const

PackedInt32Array get_level_counts

get_octree_cells

Qualifiers: const

PackedByteArray get_octree_cells

get_octree_size

Qualifiers: const

Vector3 get_octree_size

get_to_cell_xform

Qualifiers: const

Transform3D get_to_cell_xform