From aaa394f0bb5e8599d1391cb08e55f30395fbc618 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 23 Oct 2025 23:10:24 +0200 Subject: [PATCH] Document VoxelGI static baking ignoring custom shaders and some properties --- .../3d/global_illumination/using_voxel_gi.rst | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) diff --git a/tutorials/3d/global_illumination/using_voxel_gi.rst b/tutorials/3d/global_illumination/using_voxel_gi.rst index c320efe91b0..529dfbdaaa0 100644 --- a/tutorials/3d/global_illumination/using_voxel_gi.rst +++ b/tutorials/3d/global_illumination/using_voxel_gi.rst @@ -121,6 +121,23 @@ There are 3 global illumination modes available for meshes: This option is much slower compared to **Static**. Only use the **Dynamic** global illumination mode on large meshes that will change significantly during gameplay. +.. note:: + + For meshes with the **Static** bake mode, the VoxelGI baking system is not able + to make use of custom shaders (:ref:`class_ShaderMaterial`). These meshes will be + considered to be pure black, only acting as light blockers. You can make + VoxelGI take custom shaders into account by using the **Dynamic** bake mode + for these objects, but this has a performance cost. + + For :ref:`class_BaseMaterial3D`, some properties are currently ignored during baking. + This can impact visuals if the material's albedo or emission texture was designed + around using certain UV mappings: + + - **UV1 > Offset** + - **UV1 > Scale** + - **UV1 > Triplanar** + - **Emission > On UV2** + Additionally, there are 3 bake modes available for lights (DirectionalLight3D, OmniLight3D and SpotLight3D):