GIProbe Properties |
The GIProbe type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
Bias | Offsets the lookup of the light contribution from the GIProbe. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and NormalBias should be played around with to minimize self-shadowing and light leaking. Note: bias should usually be above 1.0 as that is the size of the voxels. | |
Compress | If true, the data for this GIProbe will be compressed. Compression saves space, but results in far worse visual quality. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
Data | The GIProbeData resource that holds the data for this GIProbe. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
DynamicRange | The maximum brightness that the GIProbe will recognize. Brightness will be scaled within this range. | |
EditorDescription | (Inherited from Node.) | |
Energy | Energy multiplier. Makes the lighting contribution from the GIProbe brighter. | |
Extents | ||
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. | |
Interior | If true, ignores the sky contribution when calculating lighting. | |
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. | |
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.) | |
NormalBias | Offsets the lookup into the GIProbe based on the object's normal direction. Can be used to reduce some self-shadowing artifacts. | |
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. | |
Propagation | How much light propagates through the probe internally. A higher value allows light to spread further. | |
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. | |
Subdiv | Number of times to subdivide the grid that the GIProbe operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance. | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
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). |