Tweak LightmapGI defaults to be closer to the CPU lightmapper
- 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()`.
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99e06740cf
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7dee32ad14
3 changed files with 10 additions and 9 deletions
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@ -17,7 +17,7 @@
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<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005">
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<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0005">
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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.
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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.
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</member>
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</member>
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<member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="1">
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<member name="bounces" type="int" setter="set_bounces" getter="get_bounces" default="3">
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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.
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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.
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</member>
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</member>
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<member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes">
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<member name="camera_attributes" type="CameraAttributes" setter="set_camera_attributes" getter="get_camera_attributes">
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@ -36,10 +36,10 @@
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<member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky">
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<member name="environment_custom_sky" type="Sky" setter="set_environment_custom_sky" getter="get_environment_custom_sky">
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The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY].
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The sky to use as a source of environment lighting. Only effective if [member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY].
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</member>
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</member>
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<member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="0">
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<member name="environment_mode" type="int" setter="set_environment_mode" getter="get_environment_mode" enum="LightmapGI.EnvironmentMode" default="1">
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The environment mode to use when baking lightmaps.
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The environment mode to use when baking lightmaps.
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</member>
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</member>
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<member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="0">
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<member name="generate_probes_subdiv" type="int" setter="set_generate_probes" getter="get_generate_probes" enum="LightmapGI.GenerateProbes" default="2">
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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.
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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.
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[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.
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[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.
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[b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time.
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[b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting on dynamic objects is always applied using [Light3D] nodes in real-time.
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@ -1418,7 +1418,8 @@ float LightmapGI::get_bias() const {
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}
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}
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void LightmapGI::set_max_texture_size(int p_size) {
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void LightmapGI::set_max_texture_size(int p_size) {
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ERR_FAIL_COND(p_size < 2048);
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ERR_FAIL_COND_MSG(p_size < 2048, vformat("The LightmapGI maximum texture size supplied (%d) is too small. The minimum allowed value is 2048.", p_size));
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ERR_FAIL_COND_MSG(p_size > 16384, vformat("The LightmapGI maximum texture size supplied (%d) is too large. The maximum allowed value is 16384.", p_size));
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max_texture_size = p_size;
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max_texture_size = p_size;
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}
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}
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@ -1506,7 +1507,7 @@ void LightmapGI::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interior"), "set_interior", "is_interior");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interior"), "set_interior", "is_interior");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_denoiser"), "set_use_denoiser", "is_using_denoiser");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_denoiser"), "set_use_denoiser", "is_using_denoiser");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.00001,0.1,0.00001,or_greater"), "set_bias", "get_bias");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.00001,0.1,0.00001,or_greater"), "set_bias", "get_bias");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_texture_size"), "set_max_texture_size", "get_max_texture_size");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_texture_size", PROPERTY_HINT_RANGE, "2048,16384,1"), "set_max_texture_size", "get_max_texture_size");
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ADD_GROUP("Environment", "environment_");
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ADD_GROUP("Environment", "environment_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "environment_mode", PROPERTY_HINT_ENUM, "Disabled,Scene,Custom Sky,Custom Color"), "set_environment_mode", "get_environment_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "environment_mode", PROPERTY_HINT_ENUM, "Disabled,Scene,Custom Sky,Custom Color"), "set_environment_mode", "get_environment_mode");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment_custom_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_environment_custom_sky", "get_environment_custom_sky");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment_custom_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_environment_custom_sky", "get_environment_custom_sky");
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@ -142,16 +142,16 @@ public:
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private:
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private:
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BakeQuality bake_quality = BAKE_QUALITY_MEDIUM;
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BakeQuality bake_quality = BAKE_QUALITY_MEDIUM;
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bool use_denoiser = true;
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bool use_denoiser = true;
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int bounces = 1;
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int bounces = 3;
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float bias = 0.0005;
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float bias = 0.0005;
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int max_texture_size = 16384;
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int max_texture_size = 16384;
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bool interior = false;
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bool interior = false;
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EnvironmentMode environment_mode = ENVIRONMENT_MODE_DISABLED;
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EnvironmentMode environment_mode = ENVIRONMENT_MODE_SCENE;
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Ref<Sky> environment_custom_sky;
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Ref<Sky> environment_custom_sky;
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Color environment_custom_color = Color(0.2, 0.7, 1.0);
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Color environment_custom_color = Color(1, 1, 1);
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float environment_custom_energy = 1.0;
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float environment_custom_energy = 1.0;
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bool directional = false;
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bool directional = false;
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GenerateProbes gen_probes = GENERATE_PROBES_DISABLED;
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GenerateProbes gen_probes = GENERATE_PROBES_SUBDIV_8;
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Ref<CameraAttributes> camera_attributes;
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Ref<CameraAttributes> camera_attributes;
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Ref<LightmapGIData> light_data;
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Ref<LightmapGIData> light_data;
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