Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

LightmapGIData

Inherits: Resource < RefCounted < Object

Contains baked lightmap and dynamic object probe data for LightmapGI.

Description

LightmapGIData contains baked lightmap and dynamic object probe data for LightmapGI. It is replaced every time lightmaps are baked in LightmapGI.

Properties

TextureLayered

light_texture

Array[TextureLayered]

lightmap_textures

[]

Array[TextureLayered]

shadowmask_textures

[]

Methods

void

add_user(path: NodePath, uv_scale: Rect2, slice_index: int, sub_instance: int)

void

clear_users()

int

get_user_count() const

NodePath

get_user_path(user_idx: int) const

bool

is_using_spherical_harmonics() const

void

set_uses_spherical_harmonics(uses_spherical_harmonics: bool)


Enumerations

enum ShadowmaskMode: 🔗

ShadowmaskMode SHADOWMASK_MODE_NONE = 0

Shadowmasking is disabled. No shadowmask texture will be created when baking lightmaps. Existing shadowmask textures will be removed during baking.

ShadowmaskMode SHADOWMASK_MODE_REPLACE = 1

Shadowmasking is enabled. Directional shadows that are outside the DirectionalLight3D.directional_shadow_max_distance will be rendered using the shadowmask texture. Shadows that are inside the range will be rendered using real-time shadows exclusively. This mode allows for more precise real-time shadows up close, without the potential "smearing" effect that can occur when using lightmaps with a high texel size. The downside is that when the camera moves fast, the transition between the real-time light and shadowmask can be obvious. Also, objects that only have shadows baked in the shadowmask (and no real-time shadows) won't display any shadows up close.

ShadowmaskMode SHADOWMASK_MODE_OVERLAY = 2

Shadowmasking is enabled. Directional shadows will be rendered with real-time shadows overlaid on top of the shadowmask texture. This mode makes for smoother shadow transitions when the camera moves fast, at the cost of a potential smearing effect for directional shadows that are up close (due to the real-time shadow being mixed with a low-resolution shadowmask). Objects that only have shadows baked in the shadowmask (and no real-time shadows) will keep their shadows up close.


Property Descriptions

TextureLayered light_texture 🔗

Deprecated: The lightmap atlas can now contain multiple textures. See lightmap_textures.

The lightmap atlas texture generated by the lightmapper.


Array[TextureLayered] lightmap_textures = [] 🔗

The lightmap atlas textures generated by the lightmapper.


Array[TextureLayered] shadowmask_textures = [] 🔗

The shadowmask atlas textures generated by the lightmapper.


Method Descriptions

void add_user(path: NodePath, uv_scale: Rect2, slice_index: int, sub_instance: int) 🔗

Adds an object that is considered baked within this LightmapGIData.


void clear_users() 🔗

Clear all objects that are considered baked within this LightmapGIData.


int get_user_count() const 🔗

Returns the number of objects that are considered baked within this LightmapGIData.


NodePath get_user_path(user_idx: int) const 🔗

Returns the NodePath of the baked object at index user_idx.


bool is_using_spherical_harmonics() const 🔗

If true, lightmaps were baked with directional information. See also LightmapGI.directional.


void set_uses_spherical_harmonics(uses_spherical_harmonics: bool) 🔗

If uses_spherical_harmonics is true, tells the engine to treat the lightmap data as if it was baked with directional information.

Note: Changing this value on already baked lightmaps will not cause them to be baked again. This means the material appearance will look incorrect until lightmaps are baked again, in which case the value set here is discarded as the entire LightmapGIData resource is replaced by the lightmapper.