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Update images for lightmap page

skyace65 1 年之前
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tutorials/3d/global_illumination/img/lightmap_gi_bake.png


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tutorials/3d/global_illumination/img/lightmap_gi_bake.webp


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tutorials/3d/global_illumination/img/lightmap_gi_bake_mode.png


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tutorials/3d/global_illumination/img/lightmap_gi_bake_mode.webp


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tutorials/3d/global_illumination/img/lightmap_gi_blender.png


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tutorials/3d/global_illumination/img/lightmap_gi_blender.webp


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tutorials/3d/global_illumination/img/lightmap_gi_lmsize.png


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tutorials/3d/global_illumination/img/lightmap_gi_lmsize.webp


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tutorials/3d/global_illumination/img/lightmap_gi_mesh_menu.png


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tutorials/3d/global_illumination/img/lightmap_gi_mesh_menu.webp


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tutorials/3d/global_illumination/img/lightmap_gi_scene.png


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tutorials/3d/global_illumination/img/lightmap_gi_scene.webp


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tutorials/3d/global_illumination/img/lightmap_gi_use.png


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tutorials/3d/global_illumination/img/lightmap_gi_use.webp


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tutorials/3d/global_illumination/img/lightmap_gi_uvchannel.png


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tutorials/3d/global_illumination/img/lightmap_gi_uvchannel.webp


+ 8 - 8
tutorials/3d/global_illumination/using_lightmap_gi.rst

@@ -138,7 +138,7 @@ Godot has an option to unwrap meshes and visualize the UV channels. After
 selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the top
 selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the top
 of the 3D editor viewport:
 of the 3D editor viewport:
 
 
-.. image:: img/lightmap_gi_mesh_menu.png
+.. image:: img/lightmap_gi_mesh_menu.webp
 
 
 This will generate a second set of UV2 coordinates which can be used for baking.
 This will generate a second set of UV2 coordinates which can be used for baking.
 It will also set the texture size automatically.
 It will also set the texture size automatically.
@@ -154,12 +154,12 @@ it unwrapped before import can be faster.
 
 
 Simply do an unwrap on the second UV2 layer.
 Simply do an unwrap on the second UV2 layer.
 
 
-.. image:: img/lightmap_gi_blender.png
+.. image:: img/lightmap_gi_blender.webp
 
 
 Then import the 3D scene normally. Remember you will need to set the texture
 Then import the 3D scene normally. Remember you will need to set the texture
 size on the mesh after import.
 size on the mesh after import.
 
 
-.. image:: img/lightmap_gi_lmsize.png
+.. image:: img/lightmap_gi_lmsize.webp
 
 
 If you use external meshes on import, the size will be kept. Be wary that most
 If you use external meshes on import, the size will be kept. Be wary that most
 unwrappers in 3D modeling software are not quality-oriented, as they are meant
 unwrappers in 3D modeling software are not quality-oriented, as they are meant
@@ -198,7 +198,7 @@ Checking UV2
 In the **Mesh** menu mentioned before, the UV2 texture coordinates can be visualized.
 In the **Mesh** menu mentioned before, the UV2 texture coordinates can be visualized.
 If something is failing, double-check that the meshes have these UV2 coordinates:
 If something is failing, double-check that the meshes have these UV2 coordinates:
 
 
-.. image:: img/lightmap_gi_uvchannel.png
+.. image:: img/lightmap_gi_uvchannel.webp
 
 
 Setting up the scene
 Setting up the scene
 --------------------
 --------------------
@@ -207,7 +207,7 @@ Before anything is done, a **LightmapGI** node needs to be added to a scene.
 This will enable light baking on all nodes (and sub-nodes) in that scene, even
 This will enable light baking on all nodes (and sub-nodes) in that scene, even
 on instanced scenes.
 on instanced scenes.
 
 
-.. image:: img/lightmap_gi_scene.png
+.. image:: img/lightmap_gi_scene.webp
 
 
 A sub-scene can be instanced several times, as this is supported by the baker.
 A sub-scene can be instanced several times, as this is supported by the baker.
 Each instance will be assigned a lightmap of its own. To avoid issues with
 Each instance will be assigned a lightmap of its own. To avoid issues with
@@ -221,7 +221,7 @@ For a **MeshInstance3D** node to take part in the baking process, it needs to ha
 its bake mode set to **Static**. Meshes that have their bake mode set to **Disabled**
 its bake mode set to **Static**. Meshes that have their bake mode set to **Disabled**
 or **Dynamic** will be ignored by the lightmapper.
 or **Dynamic** will be ignored by the lightmapper.
 
 
-.. image:: img/lightmap_gi_use.png
+.. image:: img/lightmap_gi_use.webp
 
 
 When auto-generating lightmaps on scene import, this is enabled automatically.
 When auto-generating lightmaps on scene import, this is enabled automatically.
 
 
@@ -235,7 +235,7 @@ that light will be baked.
 Lights can be disabled (no bake) or be fully baked (direct and indirect). This
 Lights can be disabled (no bake) or be fully baked (direct and indirect). This
 can be controlled from the **Bake Mode** menu in lights:
 can be controlled from the **Bake Mode** menu in lights:
 
 
-.. image:: img/lightmap_gi_bake_mode.png
+.. image:: img/lightmap_gi_bake_mode.webp
 
 
 The modes are:
 The modes are:
 
 
@@ -298,7 +298,7 @@ Baking
 To begin the bake process, click the **Bake Lightmaps** button at the top of the
 To begin the bake process, click the **Bake Lightmaps** button at the top of the
 3D editor viewport when selecting the LightmapGI node:
 3D editor viewport when selecting the LightmapGI node:
 
 
-.. image:: img/lightmap_gi_bake.png
+.. image:: img/lightmap_gi_bake.webp
 
 
 This can take from seconds to minutes (or hours) depending on scene size, bake
 This can take from seconds to minutes (or hours) depending on scene size, bake
 method and quality selected.
 method and quality selected.