BakedLightmap Properties |
The BakedLightmap type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
AtlasGenerate | When enabled, the lightmapper will merge the textures for all meshes into a single large layered texture. Not supported in GLES2. | |
AtlasMaxSize | Maximum size of each lightmap layer, only used when AtlasGenerate is enabled. | |
Bias | Raycasting bias used during baking to avoid floating point precission issues. | |
Bounces | Number of light bounces that are taken into account during baking. | |
CaptureCellSize | Grid size used for real-time capture information on dynamic objects. | |
CaptureEnabled | When enabled, an octree containing the scene's lighting information will be computed. This octree will then be used to light dynamic objects in the scene. | |
CapturePropagation | Bias value to reduce the amount of light proagation in the captured octree. | |
CaptureQuality | Bake quality of the capture data. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DefaultTexelsPerUnit | If a baked mesh doesn't have a UV2 size hint, this value will be used to roughly compute a suitable lightmap size. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
EnvironmentCustomColor | The environment color when EnvironmentMode is set to . | |
EnvironmentCustomEnergy | The energy scaling factor when when EnvironmentMode is set to or . | |
EnvironmentCustomSky | The Sky resource to use when EnvironmentMode is set o . | |
EnvironmentCustomSkyRotationDegrees | The rotation of the baked custom sky. | |
EnvironmentMinLight | Minimum ambient light for all the lightmap texels. This doesn't take into account any occlusion from the scene's geometry, it simply ensures a minimum amount of light on all the lightmap texels. Can be used for artistic control on shadow color. | |
EnvironmentMode | Decides which environment to use during baking. | |
Extents | Size of the baked lightmap. Only meshes inside this region will be included in the baked lightmap, also used as the bounds of the captured region for dynamic lighting. | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. | |
GlobalTransform | World space (global) Transform of this node. | |
ImagePath | Deprecated, in previous versions it determined the location where lightmaps were be saved. | |
Layers | The render layer(s) this VisualInstance is drawn on. This object will only be visible for Cameras whose cull mask includes the render object this VisualInstance is set to. | |
LightData | The calculated light data. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
Quality | Determines the amount of samples per texel used in indrect light baking. The amount of samples for each quality level can be configured in the project settings. | |
Rotation | Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. | |
RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). | |
Scale | Scale part of the local transformation. | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
UseColor | Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting. | |
UseDenoiser | When enabled, a lightmap denoiser will be used to reduce the noise inherent to Monte Carlo based global illumination. | |
UseHdr | If true, stores the lightmap textures in a high dynamic range format (EXR). If false, stores the lightmap texture in a low dynamic range PNG image. This can be set to false to reduce disk usage, but light values over 1.0 will be clamped and you may see banding caused by the reduced precision. Note: Setting UseHdr to true will decrease lightmap banding even when using the GLES2 backend or if is false. | |
Visible | If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). |