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Merge pull request #8641 from Calinou/voxelgi-lightmapgi-limit

Document limit of VoxelGI and LightmapGI instances that can be rendered
Max Hilbrunner 1 rok temu
rodzic
commit
8c59cdc3ea

+ 9 - 1
tutorials/3d/global_illumination/using_lightmap_gi.rst

@@ -381,7 +381,6 @@ imported 3D scenes will also speed up baking significantly. However, this will
 require you to reimport all lightmapped 3D scenes before you can bake lightmaps
 require you to reimport all lightmapped 3D scenes before you can bake lightmaps
 again.
 again.
 
 
-
 .. _doc_using_lightmap_gi_denoising:
 .. _doc_using_lightmap_gi_denoising:
 
 
 Denoising
 Denoising
@@ -527,3 +526,12 @@ in Base64.
     The generated EXR file can be viewed and even edited using an image editor
     The generated EXR file can be viewed and even edited using an image editor
     to perform post-processing if needed. However, keep in mind that changes to
     to perform post-processing if needed. However, keep in mind that changes to
     the EXR file will be lost when baking lightmaps again.
     the EXR file will be lost when baking lightmaps again.
+
+Reducing LightmapGI artifacts
+-----------------------------
+
+If you notice LightmapGI nodes popping in and out of existence as the camera
+moves, this is most likely because the engine is rendering too many LightmapGI
+instances at once. Godot is limited to rendering 8 LightmapGI nodes at once,
+which means up to 8 instances can be in the camera view before some of them will
+start flickering.

+ 11 - 0
tutorials/3d/global_illumination/using_voxel_gi.rst

@@ -193,3 +193,14 @@ in your level geometry. This can be remedied in several ways:
 - To combat artifacts that can appear on reflective surfaces, try increasing
 - To combat artifacts that can appear on reflective surfaces, try increasing
   **Bias** and/or **Normal Bias** in the VoxelGIData resource as described above.
   **Bias** and/or **Normal Bias** in the VoxelGIData resource as described above.
   Do not increase these values too high, or light leaking will become more pronounced.
   Do not increase these values too high, or light leaking will become more pronounced.
+
+If you notice VoxelGI nodes popping in and out of existence as the camera moves,
+this is most likely because the engine is rendering too many VoxelGI instances
+at once. Godot is limited to rendering 8 VoxelGI nodes at once, which means up
+to 8 instances can be in the camera view before some of them will start
+flickering.
+
+Additionally, for performance reasons, Godot can only blend between 2 VoxelGI
+nodes at a given pixel on the screen. If you have more than 2 VoxelGI nodes
+overlapping, global illumination may appear to flicker as the camera moves or
+rotates.