Skip to content
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
17 changes: 17 additions & 0 deletions tutorials/3d/global_illumination/using_voxel_gi.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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):

Expand Down
Loading