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Update gi_probes.rst

corrigentia 6 years ago
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5c9b384f33
1 changed files with 15 additions and 15 deletions
  1. 15 15
      tutorials/3d/gi_probes.rst

+ 15 - 15
tutorials/3d/gi_probes.rst

@@ -17,31 +17,31 @@ will be used, lights can be added, changed or removed, and this will be updated
 in real-time. Dynamic objects that move within one of these
 probes will also receive indirect lighting from the scene automatically.
 
-Just like with ReflectionProbe, GIProbe can be blended (in a bit more limited
+Just like with ``ReflectionProbe``, ``GIProbe`` can be blended (in a bit more limited
 way), so it is possible to provide full real-time lighting
 for a stage without having to resort to lightmaps.
 
-The main downsides of GIProbe are:
+The main downsides of ``GIProbe`` are:
 
 - A small amount of light leaking can occur if the level is not carefully designed. This must be artist-tweaked.
 - Performance requirements are higher than for lightmaps, so it may not run properly in low-end integrated GPUs (may need to reduce resolution).
-- Reflections are voxelized, so they don't look as sharp as with ReflectionProbe. However, in exchange they are volumetric, so any room size or shape works for them. Mixing them with Screen Space Reflection also works well.
-- They consume considerably more video memory than Reflection Probes, so they must be used by care in the right subdivision sizes.
+- Reflections are voxelized, so they don't look as sharp as with ``ReflectionProbe``. However, in exchange they are volumetric, so any room size or shape works for them. Mixing them with Screen Space Reflection also works well.
+- They consume considerably more video memory than Reflection Probes, so they must be used with care in the right subdivision sizes.
 
 Setting up
 ----------
 
-Just like a ReflectionProbe, simply set up the GIProbe by wrapping it around
+Just like a ``ReflectionProbe``, simply set up the ``GIProbe`` by wrapping it around
 the geometry that will be affected.
 
 .. image:: img/giprobe_wrap.png
 
 Afterwards, make sure to enable the geometry will be baked. This is important in
-order for GIPRobe to recognize objects, otherwise they will be ignored:
+order for ``GIProbe`` to recognize objects, otherwise they will be ignored:
 
 .. image:: img/giprobe_bake_property.png
 
-Once the geometry is set-up, push the Bake button that appears on the 3D editor
+Once the geometry is set up, push the Bake button that appears on the 3D editor
 toolbar to begin the pre-baking process:
 
 .. image:: img/giprobe_bake.png
@@ -49,7 +49,7 @@ toolbar to begin the pre-baking process:
 Adding lights
 -------------
 
-Unless there are materials with emission, GIProbe does nothing by default.
+Unless there are materials with emission, ``GIProbe`` does nothing by default.
 Lights need to be added to the scene to have an effect.
 
 The effect of indirect light can be viewed quickly (it is recommended you turn
@@ -62,20 +62,20 @@ indirect multiplier to tweak this:
 
 .. image:: img/giprobe_light_indirect.png
 
-And, as GIPRobe lighting updates in real-time, this effect is immediate:
+And, as ``GIProbe`` lighting updates in real-time, this effect is immediate:
 
 .. image:: img/giprobe_indirect_energy_result.png
 
 Reflections
 -----------
 
-For materials with high metalness and low roughness, it's possible to appreciate
+For very metallic materials with low roughness, it's possible to appreciate
 voxel reflections. Keep in mind that these have far less detail than Reflection
-Probes or Screen Space Reflections but fully reflect volumetrically.
+Probes or Screen Space Reflections, but fully reflect volumetrically.
 
 .. image:: img/giprobe_voxel_reflections.png
 
-GIProbes can easily be mixed with Reflection Probes and Screen Space Reflections,
+``GIProbe``s can be easily mixed with Reflection Probes and Screen Space Reflections,
 as a full 3-stage fallback-chain. This allows to have precise reflections where needed:
 
 .. image:: img/giprobe_ref_blending.png
@@ -103,7 +103,7 @@ GI Probes support a few parameters for tweaking:
 
 .. image:: img/giprobe_tweaking.png
 
-- **Subdiv** Subdivision used for the probe. The default (128) is generally good for small to medium size areas. Bigger subdivisions use more memory.
+- **Subdiv** Subdivision used for the probe. The default (128) is generally good for small- to medium-sized areas. Bigger subdivisions use more memory.
 - **Extents** Size of the probe. Can be tweaked from the gizmo.
 - **Dynamic Range** Maximum light energy the probe can absorb. Higher values allow brighter light, but with less color detail.
 - **Energy** Multiplier for all the probe. Can be used to make the indirect light brighter (although it's better to tweak this from the light itself).
@@ -114,7 +114,7 @@ GI Probes support a few parameters for tweaking:
 Quality
 -------
 
-GIProbes are quite demanding. It is possible to use lower quality voxel cone
-tracing in exchange of more performance.
+``GIProbe``s are quite demanding. It is possible to use lower quality voxel cone
+tracing in exchange for more performance.
 
 .. image:: img/giprobe_quality.png