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@@ -59,7 +59,7 @@ Background
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^^^^^^^^^^
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The Background section contains settings on how to fill the background (parts of
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-the screen where objects where not drawn). In Godot 3.0, the background not only
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+the screen where objects were not drawn). In Godot 3.0, the background not only
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serves the purpose of displaying an image or color, it can also change how objects
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are affected by ambient and reflected light.
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@@ -68,9 +68,9 @@ are affected by ambient and reflected light.
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There are many ways to set the background:
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- **Clear Color** uses the default clear color defined by the project. The background will be a constant color.
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-- **Custom Color** is like Clear Color but with a custom color value.
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+- **Custom Color** is like Clear Color, but with a custom color value.
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- **Sky** lets you define a panorama sky (a 360 degree sphere texture) or a procedural sky (a simple sky featuring a gradient and an optional sun). Objects will reflect it and absorb ambient light from it.
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-- **Color+Sky** lets you define a sky (as above) but uses a constant color value for drawing the background. The sky will only be used for reflection and ambient light.
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+- **Color+Sky** lets you define a sky (as above), but uses a constant color value for drawing the background. The sky will only be used for reflection and ambient light.
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Ambient Light
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^^^^^^^^^^^^^
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@@ -88,19 +88,19 @@ enabled).
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When a *Sky* is set as background, it's possible to blend between ambient color
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and sky using the **Sky Contribution** setting (this value is 1.0 by default for
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-convenience so only sky affects objects).
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+convenience, so only the sky affects objects).
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Here is a comparison of how different ambient light affects a scene:
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.. image:: img/environment_ambient2.png
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-Finally there is a **Energy** setting, which is a multiplier, useful when working with HDR.
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+Finally there is an **Energy** setting, which is a multiplier, useful when working with HDR.
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In general, ambient light should only be used for simple scenes, large exteriors,
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or for performance reasons (ambient light is cheap), as it does not provide the
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best lighting quality. It's better to generate
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ambient light from ReflectionProbe or GIProbe, which will more faithfully simulate
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-how indirect light propagates. Below is a comparison in quality between using a
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+how indirect light propagates. Below is a comparison, in terms of quality, between using a
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flat ambient color and a GIProbe:
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.. image:: img/environment_ambient_comparison.png
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@@ -143,7 +143,7 @@ Tone mapping options are:
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- **Mode:** Tone mapping mode, which can be Linear, Reindhart, Filmic, or Aces.
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- **Exposure:** Tone mapping exposure which simulates amount of light received over time.
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-- **White:** Tone mapping white which simulates where in the scale is white located (by default 1.0).
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+- **White:** Tone mapping white, which simulates where in the scale white is located (by default 1.0).
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Auto Exposure (HDR)
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^^^^^^^^^^^^^^^^^^^
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@@ -160,7 +160,7 @@ different amounts of light.
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The simplest way to use auto exposure is to make sure outdoor lights (or other
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strong lights) have energy beyond 1.0. This is done by tweaking their **Energy**
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multiplier (on the Light itself). To make it consistent, the **Sky** usually
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-needs to use the energy multiplier too, to match the with the directional light.
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+needs to use the energy multiplier too, to match with the directional light.
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Normally, values between 3.0 and 6.0 are enough to simulate indoor-outdoor conditions.
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By combining Auto Exposure with *Glow* post processing (more on that below),
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@@ -170,7 +170,7 @@ creating the typical bloom effect in photography.
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.. image:: img/environment_hdr_bloom.png
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The user-controllable values in the Auto Exposure section come with sensible
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-defaults, but you can still tweak then:
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+defaults, but you can still tweak them:
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.. image:: img/environment_hdr.png
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@@ -179,11 +179,11 @@ defaults, but you can still tweak then:
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- **Max Luma:** Maximum luminance that auto exposure will aim to adjust for.
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- **Speed:** Speed at which luminance corrects itself. The higher the value, the faster correction happens.
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-Mid and post-processing effects
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--------------------------------
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+Mid- and post-processing effects
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+--------------------------------
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-A large amount of widely-used mid and post-processing effects are supported
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-in Environment.
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+A large amount of widely-used mid- and post-processing effects are supported
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+in the Environment.
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Screen-Space Reflections (SSR)
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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@@ -196,8 +196,8 @@ contact with each other (object over floor, over a table, floating on water, etc
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.. image:: img/environment_ssr.png
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The other advantage (even if only enabled to a minimum), is that it works in real-time
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-(while the other types of reflections are pre-computed). This is great to
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-make characters, cars, etc. reflect when moving around.
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+(while the other types of reflections are pre-computed). This can be used to
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+make characters, cars, etc. reflect on surrounding surfaces when moving around.
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A few user-controlled parameters are available to better tweak the technique:
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@@ -216,15 +216,15 @@ As mentioned in the **Ambient** section, areas where light from light nodes
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does not reach (either because it's outside the radius or shadowed) are lit
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with ambient light. Godot can simulate this using GIProbe, ReflectionProbe,
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the Sky, or a constant ambient color. The problem, however, is that all the
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-methods proposed before act more on a larger scale (large regions) than at the
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+methods proposed previously act more on a larger scale (large regions) than at the
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smaller geometry level.
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-Constant ambient color and Sky are uniform and the same everywhere while GI and
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-Reflection probes have more local detail but not enough to simulate situations
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+Constant ambient color and Sky are the same everywhere, while GI and
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+Reflection probes have more local detail, but not enough to simulate situations
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where light is not able to fill inside hollow or concave features.
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This can be simulated with Screen Space Ambient Occlusion. As you can see in the
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-image below, the goal of it is to make sure concave areas are darker, simulating
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+image below, its purpose is to make sure concave areas are darker, simulating
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a narrower path for the light to enter:
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.. image:: img/environment_ssao.png
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@@ -233,7 +233,7 @@ It is a common mistake to enable this effect, turn on a light, and not be able t
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appreciate it. This is because SSAO only acts on *ambient* light, not direct light.
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This is why, in the image above, the effect is less noticeable under the direct
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-light (at the left). If you want to force SSAO to work with direct light too, use
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+light (on the left). If you want to force SSAO to work with direct light too, use
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the **Light Affect** parameter (even though this is not correct, some artists like how it looks).
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SSAO looks best when combined with a real source of indirect light, like GIProbe:
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@@ -247,9 +247,9 @@ Tweaking SSAO is possible with several parameters:
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- **Radius/Intensity:** To control the radius or intensity of the occlusion, these two parameters are available. Radius is in world (Metric) units.
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- **Radius2/Intensity2:** A Secondary radius/intensity can be used. Combining a large and a small radius AO generally works well.
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- **Bias:** This can be tweaked to solve self occlusion, though the default generally works well enough.
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-- **Light Affect:** SSAO only affects ambient light but increasing this slider can make it also affect direct light. Some artists prefer this effect.
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-- **Quality:** Depending on quality, SSAO will do more samplings over a sphere for every pixel. High quality only works well on modern GPUs.
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-- **Blur:** Type of blur kernel used. The 1x1 kernel is a simple blur that preserves local detail better but is not as efficient (generally works better with high quality setting above), while 3x3 will soften the image better (with a bit of dithering-like effect) but does not preserve local detail as well.
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+- **Light Affect:** SSAO only affects ambient light, but increasing this slider can make it also affect direct light. Some artists prefer this effect.
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+- **Quality:** Depending on quality, SSAO will take more samples over a sphere for every pixel. High quality only works well on modern GPUs.
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+- **Blur:** Type of blur kernel used. The 1x1 kernel is a simple blur that preserves local detail better, but is not as efficient (generally works better with the high quality setting above), while 3x3 will soften the image better (with a bit of dithering-like effect), but does not preserve local detail as well.
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- **Edge Sharpness**: This can be used to preserve the sharpness of edges (avoids areas without AO on creases).
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Depth of Field / Far Blur
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@@ -293,7 +293,7 @@ of the image. This is simulated in Godot with the **Glow** effect.
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By default, even if the effect is enabled, it will be weak or invisible. One of
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two conditions need to happen for it to actually show:
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-- 1) The light in a pixel surpasses the **HDR Threshold** (where 0 is all light surpasses it, and 1.0 is light over the tonemapper **White** value). Normally this value is expected to be at 1.0, but it can be lowered to allow more light to bleed. There is also an extra parameter, **HDR Scale** that allows scaling (making brighter or darker) the light surpassing the threshold.
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+- 1) The light in a pixel surpasses the **HDR Threshold** (where 0 is all light surpasses it, and 1.0 is light over the tonemapper **White** value). Normally, this value is expected to be at 1.0, but it can be lowered to allow more light to bleed. There is also an extra parameter, **HDR Scale**, that allows scaling (making brighter or darker) the light surpassing the threshold.
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.. image:: img/environment_glow_threshold.png
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@@ -306,17 +306,17 @@ Both will cause the light to start bleeding out of the brighter areas.
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Once glow is visible, it can be controlled with a few extra parameters:
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- **Intensity** is an overall scale for the effect, it can be made stronger or weaker (0.0 removes it).
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-- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general changing this is not needed, as the size can be more efficiently adjusted with the **Levels**.
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+- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general, changing this is not needed, as the size can be more efficiently adjusted with the **Levels**.
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The **Blend Mode** of the effect can also be changed:
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-- **Additive** is the strongest one, as it just adds the glow effect over the image with no blending involved. In general, it's too strong to be used but can look good with low intensity Bloom (produces a dream-like effect).
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+- **Additive** is the strongest one, as it just adds the glow effect over the image with no blending involved. In general, it's too strong to be used, but can look good with low intensity Bloom (produces a dream-like effect).
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- **Screen** is the default one. It ensures glow never brights more than itself and works great as an all around.
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- **Softlight** is the weakest one, producing only a subtle color disturbance around the objects. This mode works best on dark scenes.
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- **Replace** can be used to blur the whole screen or debug the effect. It just shows the glow effect without the image below.
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To change the glow effect size and shape, Godot provides **Levels**. Smaller
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-levels are strong glows that appear around objects while large levels are hazy
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+levels are strong glows that appear around objects, while large levels are hazy
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glows covering the whole screen:
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.. image:: img/environment_glow_layers.png
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