diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 821aa91d21c..6909fac2b76 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -176,6 +176,8 @@
+ If [code]true[/code], enables signed distance field global illumination.
+ [b]Note:[/b] 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.
diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml
index dd51248fd90..4f56d1ad3e1 100644
--- a/doc/classes/GIProbe.xml
+++ b/doc/classes/GIProbe.xml
@@ -6,6 +6,7 @@
[GIProbe]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 [ProjectSettings] using [member ProjectSettings.rendering/global_illumination/gi_probes/quality].
+ [b]Note:[/b] 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.
https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html