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Merge pull request #4457 from Calinou/baked-lightmaps-fix-property-names
Fix property names in the Baked lightmaps documentation
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@@ -165,10 +165,10 @@ Baking quality
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~~~~~~~~~~~~~~
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``BakedLightmap`` uses, for simplicity, a voxelized version of the scene to compute
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lighting. Voxel size can be adjusted with the **Bake Subdiv** parameter.
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lighting. Voxel size can be adjusted with the **Bake Cell Size** parameter.
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More subdivision results in more detail, but also takes more time to bake.
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In general, the defaults are good enough. There is also a **Capture Subdivision**
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In general, the defaults are good enough. There is also a **Capture Cell Size**
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(that must always be equal to or less than the main subdivision), which is used
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for capturing light in dynamic objects (more on that later). Its default value
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is also good enough for most cases.
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@@ -199,15 +199,15 @@ Configuring bake
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Several more options are present for baking:
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- **Bake Subdiv**: The Godot lightmapper uses a grid to transfer light information around; the default value is fine and should work for most cases. Increase it in case you want better lighting on small details or your scene is large.
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- **Capture Subdiv**: This is the grid used for real-time capture information (lighting dynamic objects). Default value is generally OK, it's usually smaller than Bake Subdiv and can't be larger than it.
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- **Bake Cell Size**: The Godot lightmapper uses a grid to transfer light information around; the default value is fine and should work for most cases. Increase it in case you want better lighting on small details or your scene is large.
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- **Capture Cell Size**: This is the grid used for real-time capture information (lighting dynamic objects). Default value is generally OK, it's usually smaller than Bake Cell Size and can't be larger than it.
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- **Bake Quality**: Three bake quality modes are provided, Low, Medium and High. Higher quality takes more time.
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- **Bake Mode**: The baker can use two different techniques: *Voxel Cone Tracing* (fast, but approximate), or *RayTracing* (slow, but accurate).
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- **Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in ``GIProbe``.
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- **HDR**: If disabled, lightmaps are smaller, but can't capture any light over white (1.0).
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- **Bake Mode**: The baker can use two different techniques: *ConeTract* (fast, but approximate), or *RayTrace* (slow, but accurate). If you run into issues, switch the bake mode to *RayTrace*.
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- **Bake Propagation**: Used for the *Voxel Cone Trace* mode. Works just like in :ref:`GIProbe <doc_gi_probes>`.
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- **Bake Hdr**: If disabled, lightmaps are smaller, but can't capture any light over white (1.0).
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- **Bake Extents**: Size of the area affected (can be edited visually)
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- **Image Path**: Where lightmaps will be saved. By default, on the same directory as the scene ("."), but can be tweaked.
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- **Extents**: Size of the area affected (can be edited visually)
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- **Light Data**: Contains the light baked data after baking. Textures are saved to disk, but this also contains the capture data for dynamic objects, which can be a bit heavy. If you are using .tscn formats (instead of .scn), you can save it to disk.
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- **Light Data**: Contains the light baked data after baking. Textures are saved to disk, but this also contains the capture data for dynamic objects, which can be heavy. If you are using a scene in ``.tscn`` format, you should save this resource to an external binary ``.res`` file to avoid bloating the ``.tscn`` scene with binary data encoded in Base64.
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Dynamic objects
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---------------
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