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BakedLightmap Properties

The BakedLightmap type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyAtlasGenerate

When enabled, the lightmapper will merge the textures for all meshes into a single large layered texture. Not supported in GLES2.

Public propertyAtlasMaxSize

Maximum size of each lightmap layer, only used when AtlasGenerate is enabled.

Public propertyBias

Raycasting bias used during baking to avoid floating point precission issues.

Public propertyBounces

Number of light bounces that are taken into account during baking.

Public propertyCaptureCellSize

Grid size used for real-time capture information on dynamic objects.

Public propertyCaptureEnabled

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.

Public propertyCapturePropagation

Bias value to reduce the amount of light proagation in the captured octree.

Public propertyCaptureQuality

Bake quality of the capture data.

Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDefaultTexelsPerUnit

If a baked mesh doesn't have a UV2 size hint, this value will be used to roughly compute a suitable lightmap size.

Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyEnvironmentCustomColor

The environment color when EnvironmentMode is set to .

Public propertyEnvironmentCustomEnergy

The energy scaling factor when when EnvironmentMode is set to or .

Public propertyEnvironmentCustomSky

The Sky resource to use when EnvironmentMode is set o .

Public propertyEnvironmentCustomSkyRotationDegrees

The rotation of the baked custom sky.

Public propertyEnvironmentMinLight

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.

Public propertyEnvironmentMode

Decides which environment to use during baking.

Public propertyExtents

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.

Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyGizmo

The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor.

(Inherited from Spatial.)
Public propertyGlobalTransform

World space (global) Transform of this node.

(Inherited from Spatial.)
Public propertyImagePath

Deprecated, in previous versions it determined the location where lightmaps were be saved.

Public propertyLayers

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.

(Inherited from VisualInstance.)
Public propertyLightData

The calculated light data.

Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

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.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyOwner

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.

(Inherited from Node.)
Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyProcessPriority

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.

(Inherited from Node.)
Public propertyQuality

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.

Public propertyRotation

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.

(Inherited from Spatial.)
Public propertyRotationDegrees

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

(Inherited from Spatial.)
Public propertyScale

Scale part of the local transformation.

(Inherited from Spatial.)
Public propertyTransform

Local space Transform of this node, with respect to the parent node.

(Inherited from Spatial.)
Public propertyTranslation

Local translation of this node.

(Inherited from Spatial.)
Public propertyUseColor

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.

Public propertyUseDenoiser

When enabled, a lightmap denoiser will be used to reduce the noise inherent to Monte Carlo based global illumination.

Public propertyUseHdr

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.

Public propertyVisible

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).

(Inherited from Spatial.)
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