Tweak VoxelGI defaults for better quality

Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.

- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
This commit is contained in:
Hugo Locurcio 2021-12-05 21:28:03 +01:00
parent 602e967ba8
commit a0795b4347
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GPG key ID: 39E8F8BE30B0A49C
3 changed files with 7 additions and 7 deletions

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@ -72,10 +72,10 @@
<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
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 [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
</member>
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.5">
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 [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
</member>
<member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false">
<member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="true">
If [code]true[/code], 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 [member use_two_bounces], adjust [member propagation] and [member energy].
</member>
</members>

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@ -49,9 +49,9 @@ class VoxelGIData : public Resource {
float energy = 1.0;
float bias = 1.5;
float normal_bias = 0.0;
float propagation = 0.7;
float propagation = 0.5;
bool interior = false;
bool use_two_bounces = false;
bool use_two_bounces = true;
protected:
static void _bind_methods();

View file

@ -78,9 +78,9 @@ public:
float energy = 1.0;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.7;
float propagation = 0.5;
bool interior = false;
bool use_two_bounces = false;
bool use_two_bounces = true;
uint32_t version = 1;
uint32_t data_version = 1;