Inheritence

Summary

Dynamic Diffuse Global Illumination volume that provides indirect lighting using a 3D probe grid. Probes store irradiance and distance data in volume textures that can be sampled by shaders.

Constructors

IndirectLightVolume

Properties

Bounds World-space bounding box that defines the volume coverage area.
Contrast Controls how much less energy to conserve during probe integration. Higher values give a harsher, more contrasty look.
DistanceTexture Volume texture storing probe distance/visibility data.
InsideGeometry How to handle probes detected inside geometry.
IrradianceTexture Volume texture storing probe irradiance data (color).
MaxRelocationDistanceFraction Maximum distance a probe can be relocated (as fraction of probe spacing).
MinSurfaceDistanceFraction Minimum distance from surfaces to maintain (as fraction of probe spacing).
NormalBias Bias applied along surface normals to prevent self-occlusion artifacts.
ProbeCounts Calculated probe count along each axis based on bounds and density.
ProbeDensity Number of probes per 1024 world units. Higher values increase probe resolution.
RelocationRayCount Number of rays to cast when computing relocation.
RelocationTexture Volume texture storing probe relocation offsets (XYZ = offset, W = active).

Methods

BakeProbes Starts the probe baking process to capture lighting into the volume textures.
ClearProbeRelocation Clears all probe relocation offsets.
ComputeProbeRelocation Computes probe relocation offsets for all probes in the volume.
ExtendToSceneBounds Automatically sizes the volume to encompass all scene geometry.

Static Methods

BakeAll
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