Browse Source

Tweak VoxelGI defaults for better quality

Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.

- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
Hugo Locurcio 3 years ago
parent
commit
a0795b4347

+ 3 - 3
doc/classes/VoxelGIData.xml

@@ -72,10 +72,10 @@
 		<member name="normal_bias" type="float" setter="set_normal_bias" getter="get_normal_bias" default="0.0">
 			The normal bias to use for indirect lighting and reflections. Higher values reduce self-reflections visible in non-rough materials, at the cost of more visible light leaking and flatter-looking indirect lighting. See also [member bias]. To prioritize hiding self-reflections over lighting quality, set [member bias] to [code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] and [code]2.0[/code].
 		</member>
-		<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.7">
-			If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
+		<member name="propagation" type="float" setter="set_propagation" getter="get_propagation" default="0.5">
+			The multiplier to use when light bounces off a surface. Higher values result in brighter indirect lighting. If indirect lighting looks too flat, try decreasing [member propagation] while increasing [member energy] at the same time. See also [member use_two_bounces] which influences the indirect lighting's effective brightness.
 		</member>
-		<member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="false">
+		<member name="use_two_bounces" type="bool" setter="set_use_two_bounces" getter="is_using_two_bounces" default="true">
 			If [code]true[/code], performs two bounces of indirect lighting instead of one. This makes indirect lighting look more natural and brighter at a small performance cost. The second bounce is also visible in reflections. If the scene appears too bright after enabling [member use_two_bounces], adjust [member propagation] and [member energy].
 		</member>
 	</members>

+ 2 - 2
scene/3d/voxel_gi.h

@@ -49,9 +49,9 @@ class VoxelGIData : public Resource {
 	float energy = 1.0;
 	float bias = 1.5;
 	float normal_bias = 0.0;
-	float propagation = 0.7;
+	float propagation = 0.5;
 	bool interior = false;
-	bool use_two_bounces = false;
+	bool use_two_bounces = true;
 
 protected:
 	static void _bind_methods();

+ 2 - 2
servers/rendering/renderer_rd/environment/gi.h

@@ -78,9 +78,9 @@ public:
 		float energy = 1.0;
 		float bias = 1.4;
 		float normal_bias = 0.0;
-		float propagation = 0.7;
+		float propagation = 0.5;
 		bool interior = false;
-		bool use_two_bounces = false;
+		bool use_two_bounces = true;
 
 		uint32_t version = 1;
 		uint32_t data_version = 1;