Improve naming and organization of some manual articles
HTML5/Web moved to their own subfolder Global Illumination moved to their own subfolder UI, IO, Inputs sections titles adjusted 2D, 3D tutorials grouped to improve navigation
@@ -324,7 +324,13 @@ source,destination
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/reference/shading_language.html,/learning/features/shading/shading_language.html
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/reference/unity_to_godot.html,/learning/editor/unity_to_godot.html
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/reference/variant_class.html,/development/cpp/variant_class.html
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/tutorials/3d/introduction_to_global_illumination.html,/tutorials/3d/global_illumination/introduction_to_global_illumination.html
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/tutorials/3d/faking_global_illumination.html,/tutorials/3d/global_illumination/faking_global_illumination.html
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/tutorials/3d/inverse_kinematics.html,/community/tutorials/3d/inverse_kinematics.html
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/tutorials/3d/reflection_probes.html,/tutorials/3d/global_illumination/reflection_probes.html
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/tutorials/3d/sdfgi.html,/tutorials/3d/global_illumination/using_sdfgi.html
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/tutorials/3d/using_lightmap_gi.html,/tutorials/3d/global_illumination/using_lightmap_gi.html
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/tutorials/3d/using_voxel_gi.html,/tutorials/3d/global_illumination/using_voxel_gi.html
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/tutorials/3d/vertex_animation/animating_thousands_of_fish.html,/tutorials/performance/vertex_animation/animating_thousands_of_fish.html
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/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html,/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html
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/tutorials/3d/vertex_animation/index.html,/tutorials/performance/vertex_animation/index.html
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@@ -375,6 +381,9 @@ source,destination
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/tutorials/optimization/using_multimesh.html,/tutorials/performance/using_multimesh.html
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/tutorials/optimization/using_servers.html,/tutorials/performance/using_servers.html
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/tutorials/platform/android_in_app_purchases.html,/tutorials/platform/android/android_in_app_purchases.html
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/tutorials/platform/customizing_html5_shell.html,/tutorials/platform/web/customizing_html5_shell.html
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/tutorials/platform/html5_shell_classref.html,/tutorials/platform/web/html5_shell_classref.html
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/tutorials/platform/platform_html5.html,/tutorials/platform/web/index.html
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/tutorials/plugins/android/android_plugin.html,/tutorials/platform/android/android_plugin.html
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/tutorials/plugins/android/index.html,/tutorials/platform/android/index.html
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/tutorials/plugins/gdnative/gdnative-c-example.html,/tutorials/scripting/gdnative/gdnative_c_example.html
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@@ -114,9 +114,9 @@ the top-level ``index.html`` in a web browser.
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tutorials/assets_pipeline/index
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tutorials/audio/index
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tutorials/export/index
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tutorials/io/index
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tutorials/i18n/index
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tutorials/inputs/index
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tutorials/io/index
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tutorials/math/index
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tutorials/navigation/index
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tutorials/networking/index
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@@ -7,11 +7,35 @@
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canvas_layers
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2d_transforms
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using_tilemaps
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particle_systems_2d
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2d_movement
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Rendering
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---------
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-2d-rendering
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2d_lights_and_shadows
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2d_meshes
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custom_drawing_in_2d
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2d_sprite_animation
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particle_systems_2d
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2d_antialiasing
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custom_drawing_in_2d
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Physics and movement
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--------------------
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-2d-physics
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2d_movement
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Tools
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-----
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-2d-tools
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using_tilemaps
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@@ -2,8 +2,8 @@
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.. _doc_particle_systems_2d:
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Particle systems (2D)
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=====================
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2D particle systems
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===================
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Intro
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-----
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@@ -243,7 +243,7 @@ In general, you should only rely on ambient light alone for simple scenes or
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large exteriors. You may also do so to boost performance. Ambient light is fast
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to render, but it doesn't provide the best lighting quality. It's better to
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generate ambient light from :ref:`ReflectionProbe <doc_reflection_probes>`,
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:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_sdfgi>`, as these
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:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_using_sdfgi>`, as these
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will simulate how indirect light propagates more accurately. Below is a comparison,
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in terms of quality, between using a flat ambient color and a VoxelGI:
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@@ -528,7 +528,7 @@ illumination for off-screen elements (unlike :abbr:`Screen-Space Indirect Lighti
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.. seealso::
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See :ref:`doc_sdfgi` for instructions on setting up this global
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See :ref:`doc_using_sdfgi` for instructions on setting up this global
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illumination technique.
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.. image:: img/environment_sdfgi.webp
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15
tutorials/3d/global_illumination/index.rst
Normal file
@@ -0,0 +1,15 @@
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.. _doc_global_illumination:
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Global illumination
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-------------------
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-3d-global-illumination
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introduction_to_global_illumination
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using_voxel_gi
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using_sdfgi
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using_lightmap_gi
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reflection_probes
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faking_global_illumination
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@@ -317,18 +317,18 @@ User work needed
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- **ReflectionProbe:** Placed manually by the user.
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.. |good| image:: img/good.webp
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.. |good| image:: img/score_good.webp
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.. |average| image:: img/average.webp
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.. |average| image:: img/score_average.webp
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.. |bad| image:: img/bad.webp
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.. |bad| image:: img/score_bad.webp
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Summary
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^^^^^^^
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If you are unsure about which GI technique to use:
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- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_sdfgi>`
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- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_using_sdfgi>`
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first as it requires the least amount of setup. Move to other GI techniques
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later if needed. To improve performance on low-end GPUs and integrated
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graphics, consider adding an option to disable SDFGI or :ref:`VoxelGI
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@@ -7,7 +7,7 @@ As stated in the :ref:`doc_standard_material_3d`, objects can show reflected and
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diffuse light. Reflection probes are used as a source of reflected *and* ambient
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light for objects inside their area of influence. They can be used to provide
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more accurate reflections than :ref:`VoxelGI <doc_using_voxel_gi>` and
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:ref:`SDFGI <doc_sdfgi>` while being fairly cheap on system resources.
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:ref:`SDFGI <doc_using_sdfgi>` while being fairly cheap on system resources.
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Since reflection probes can also store ambient light, they can be used as a
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low-end alternative to VoxelGI and SDFGI when :ref:`baked lightmaps
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@@ -5,7 +5,7 @@ Using Lightmap global illumination
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Baked lightmaps are a workflow for adding indirect (or fully baked)
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lighting to a scene. Unlike the :ref:`VoxelGI <doc_using_voxel_gi>` and
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:ref:`SDFGI <doc_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
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:ref:`SDFGI <doc_using_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
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and mobile devices, as they consume almost no resources at run-time. Also unlike
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VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct
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lighting, which provides even further performance gains.
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@@ -1,4 +1,4 @@
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.. _doc_sdfgi:
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.. _doc_using_sdfgi:
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Signed distance field global illumination (SDFGI)
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=================================================
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@@ -7,35 +7,46 @@
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introduction_to_3d
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using_transforms
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procedural_geometry/index
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3d_text
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Rendering
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---------
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-3d-rendering
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3d_rendering_limitations
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standard_material_3d
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lights_and_shadows
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physical_light_and_camera_units
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environment_and_post_processing
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3d_antialiasing
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resolution_scaling
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volumetric_fog
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high_dynamic_range
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using_gridmaps
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using_multi_mesh_instance
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csg_tools
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procedural_geometry/index
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3d_text
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mesh_lod
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visibility_ranges
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occlusion_culling
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variable_rate_shading
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global_illumination/index
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environment_and_post_processing
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volumetric_fog
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3d_antialiasing
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Global illumination
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-------------------
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Optimization
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------------
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-3d-global-illumination
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:name: toc-learn-features-3d-optimization
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introduction_to_global_illumination
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using_voxel_gi
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sdfgi
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using_lightmap_gi
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reflection_probes
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faking_global_illumination
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using_multi_mesh_instance
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mesh_lod
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visibility_ranges
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occlusion_culling
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resolution_scaling
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variable_rate_shading
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Tools
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-----
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-3d-tools
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csg_tools
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using_gridmaps
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@@ -268,7 +268,7 @@ Emission
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*Emission* specifies how much light is emitted by the material (keep in mind this
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does not include light surrounding geometry unless :ref:`VoxelGI <doc_using_voxel_gi>`
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or :ref:`SDFGI <doc_sdfgi>` are used). This value is added to the resulting
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or :ref:`SDFGI <doc_using_sdfgi>` are used). This value is added to the resulting
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final image and is not affected by other lighting in the scene.
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.. image:: img/spatial_material15.png
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@@ -1,5 +1,5 @@
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Inputs
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======
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Input handling
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==============
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.. toctree::
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:maxdepth: 1
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@@ -1,5 +1,5 @@
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Input and Output (I/O)
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======================
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File and data I/O
|
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=================
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.. toctree::
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:maxdepth: 1
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@@ -9,5 +9,5 @@ Platform-specific
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android/index
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ios/index
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platform_html5
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web/index
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consoles
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@@ -1,6 +1,6 @@
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.. _doc_user_interface:
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User Interface (UI)
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User interface (UI)
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===================
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In this section of the tutorial we explain the basics of creating a graphical
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