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Merge pull request #12175 from Arecher/Resolve-outdated/incorrect-information-in-SDFGI-tutorial
Resolve outdated/incorrect information in SDFGI tutorial
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@@ -137,18 +137,18 @@ There are 3 global illumination modes available for meshes:
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- **Dynamic (not supported with SDFGI):** The mesh won't be taken into account in SDFGI generation.
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The mesh will receive indirect lighting from the scene, but it will not
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contribute indirect lighting to the scene.
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*This acts identical to the **Disabled** bake mode when using SDFGI.*
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This acts identical to the **Disabled** bake mode when using SDFGI.
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Additionally, there are 3 bake modes available for lights
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(DirectionalLight3D, OmniLight3D and SpotLight3D):
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(DirectionalLight3D, OmniLight3D, SpotLight3D, and AreaLight3D):
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- **Disabled:** The light won't be taken into account for SDFGI baking.
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The light won't contribute indirect lighting to the scene.
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- **Static:** The light will be taken into account for SDFGI baking. The light
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will contribute indirect lighting to the scene. If the light is changed in any
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way after baking, indirect lighting will look incorrect until the camera moves
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away from the light and back (which causes SDFGI to be baked again). will look
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incorrect. If in doubt, use this mode for level lighting.
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away from the light and back (which causes SDFGI to be baked again).
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If in doubt, use this mode for level lighting.
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- **Dynamic (default):** The light won't be taken into account for SDFGI baking,
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but it will still contribute indirect lighting to the scene in real-time.
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This option is slower compared to **Static**. Only use the **Dynamic** global
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@@ -216,7 +216,7 @@ This can be fixed in two ways:
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to be moved at a high speed, then enabling SDFGI once the camera speed slows down.
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When SDFGI is enabled, it will also take some time for global illumination
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to be fully converged (25 frames by default). This can create a noticeable transition
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to be fully converged (30 frames by default). This can create a noticeable transition
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effect while GI is still converging. To hide this, you can use a ColorRect node
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that spans the whole viewport and fade it out when switching scenes using an
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AnimationPlayer node.
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