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Document limit of VoxelGI and LightmapGI instances that can be rendered
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@@ -381,7 +381,6 @@ imported 3D scenes will also speed up baking significantly. However, this will
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require you to reimport all lightmapped 3D scenes before you can bake lightmaps
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again.
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.. _doc_using_lightmap_gi_denoising:
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Denoising
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@@ -527,3 +526,12 @@ in Base64.
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The generated EXR file can be viewed and even edited using an image editor
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to perform post-processing if needed. However, keep in mind that changes to
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the EXR file will be lost when baking lightmaps again.
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Reducing LightmapGI artifacts
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-----------------------------
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If you notice LightmapGI nodes popping in and out of existence as the camera
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moves, this is most likely because the engine is rendering too many LightmapGI
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instances at once. Godot is limited to rendering 8 LightmapGI nodes at once,
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which means up to 8 instances can be in the camera view before some of them will
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start flickering.
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@@ -193,3 +193,14 @@ in your level geometry. This can be remedied in several ways:
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- To combat artifacts that can appear on reflective surfaces, try increasing
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**Bias** and/or **Normal Bias** in the VoxelGIData resource as described above.
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Do not increase these values too high, or light leaking will become more pronounced.
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If you notice VoxelGI nodes popping in and out of existence as the camera moves,
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this is most likely because the engine is rendering too many VoxelGI instances
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at once. Godot is limited to rendering 8 VoxelGI nodes at once, which means up
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to 8 instances can be in the camera view before some of them will start
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flickering.
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Additionally, for performance reasons, Godot can only blend between 2 VoxelGI
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nodes at a given pixel on the screen. If you have more than 2 VoxelGI nodes
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overlapping, global illumination may appear to flicker as the camera moves or
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rotates.
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