Document SDFGI sharp reflections only working on opaque materials

Transparent materials only use rough reflections, likely for
performance reasons.
This commit is contained in:
Hugo Locurcio
2023-03-24 21:06:10 +01:00
parent 92188329b4
commit 96eb7d05ff
2 changed files with 6 additions and 0 deletions

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@@ -227,3 +227,7 @@ illumination appearance will be correct once the camera gets closer. However, if
a nearby object with a bake mode set to **Static** or **Dynamic** is moved (such
as a door), the global illumination will appear incorrect until the camera moves
away from the object.
SDFGI's sharp reflections are only visible on opaque materials. Transparent
materials will only use rough reflections, even if the material's roughness is
lower than 0.2.

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@@ -466,3 +466,5 @@ If you want the lights to add together, add the light contribution to ``DIFFUSE_
Transparent materials also cannot cast shadows or appear in
``SCREEN_TEXTURE`` and ``DEPTH_TEXTURE``. This in turn prevents those
materials from appearing in screen-space reflections or refraction.
:ref:`SDFGI <doc_using_sdfgi>` sharp reflections are not visible on transparent
materials (only rough reflections are visible on transparent materials).