Unigine.LightVoxelProbe Class
Inherits from: | Light |
This class allows creating and managing voxel probes.
LightVoxelProbe Class
Enums
BAKE_INTERNAL_VOLUME#
Name | Description |
---|---|
HALF = 0 | Bake internal volume (voxels that don't touch geometry) in half resolution. |
FULL = 1 | Bake internal volume (voxels that don't touch geometry) in full resolution. |
BAKE_QUALITY#
Light baking quality preset of the voxel probe. Each preset includes recommended common baking quality settings, such as number of light rays simulated and sampling quality, that affect the time consumption of light baking and the final quality.Properties
Texture Texture#
The texture instance containing the baked lighting.
string TexturePath#
The path to the lighting texture used for the voxel probe.
bool BakeVisibilityEnvironmentProbe#
The value indicating if environment probe light sources are to be baked to the voxel probe. you can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.
bool BakeVisibilityVoxelProbe#
The value indicating if other voxel probe light sources are to be baked to the voxel probe. you can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.
bool BakeVisibilityLightProj#
The value indicating if projected light sources are to be baked to the voxel probe. you can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.
bool BakeVisibilityLightOmni#
The value indicating if omni light sources are to be baked to the voxel probe. you can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.
bool BakeVisibilityLightWorld#
The value indicating if world light sources are to be baked to the voxel probe. you can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.
bool BakeVisibilitySky#
The value indicating if lighting from the sky is to be baked to the voxel probe. you can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.
bool BakeVisibilityEmission#
The value indicating if emission light sources are to be baked to the voxel probe. you can use this option together with additive blending to provide more flexibility in light baking. Thus, you can make voxel probes independent of each other and combine them to produce some sort of dynamic GI effect.
bool BakeVisibilityLightmap#
The value indicating if the lightmapped surfaces are to be baked to the voxel probe.
LightVoxelProbe.BAKE_INTERNAL_VOLUME BakeInternalVolume#
The current internal volume baking mode for the voxel probe (voxels that don't touch geometry).
If internal volume baking is disabled, only the voxels covering geometry are baked while empty ones are skipped.
float BakeZFar#
The distance to the far clipping plane used for every voxel during light baking.
int BakeViewportMask#
The mask that specifies materials taking part in baking.
bool ReflectionCubicFiltering#
The value indicating if cubic filtering is applied to reflections textures.
float ReflectionBias#
The bias of reflections.
float ReflectionVisibilityRoughnessMax#
The higher bound of the roughness range within which the reflections of the voxel probe are visible.
float ReflectionVisibilityRoughnessMin#
The lower bound of the roughness range within which the reflections of the voxel probe are visible.
bool ReflectionEnabled#
The value indicating if reflections are enabled for the voxel probe.
bool AmbientCubicFiltering#
The value indicating if cubic filtering is applied to voxel probe ambient lighting.
float AmbientBias#
The bias of ambient lighting.
bool AdditiveBlending#
The value indicating if the additive blending mode for the voxel probe is enabled. this option offers more flexibility in lighting control. you can use it to blend lighting of several voxel probes together and control them separately (e.g. make a separate voxel probe for an indoor emissive light source and blend it with another voxel probe with lighting baked from the sky, having the ability to enable and disable them separately).
Voxel probes with additive blending enabled cannot be used to add lighting details (e.g. creating a small high-detail voxel probe inside a large low-detail one). Such probes do not replace each other, as they are blended instead.
bool UseSkyColor#
The value indicating if sky color modulation for the voxel probe is enabled.
float AttenuationPower#
The power of light attenuation used to simulate intensity gradual fading.
vec3 AttenuationDistance#
The distance from the light source shape, at which the light source doesn't illuminate anything.
float VoxelSize#
The voxel size of the voxel probe.
vec3 BoxSize#
The current box size for the environment probe.
LightVoxelProbe.BAKE_QUALITY BakeQuality#
The bake quality. One of BAKE_QUALITY values.
Members
LightVoxelProbe ( ) #
Constructor. Creates a new voxel probe with default parameters.int SetTextureImage ( Image image ) #
Sets the given image as the 3D texture of the voxel probe.Arguments
- Image image - 3D texture to set.
Return value
1 if the cube texture is set successfully; otherwise, 0.int GetTextureImage ( Image image ) #
Bakes lighting and saves into the given Image instance.Arguments
- Image image - Image into which the light will be baked.
Return value
1 if the light has been baked successfully; otherwise, 0.ivec3 GetResolution ( ) #
Returns the resolution of the voxel probe according to the voxel size.Return value
Resolution of the voxel probe along X, Y and Z axis, in voxels.static int type ( ) #
Returns the type of the node.Return value
LightVoxelProbe type identifier.long GetVideoMemoryUsage ( ) #
Returns a value defining how much memory the light texture takes according to its size. The memory is calculated in accordance to the following formula: Memory = SizeX × SizeY × SizeZ × Sides × FormatMemory- SizeX, SizeY, SizeZ - the dimensions of the 3D light texture, in voxels.
- Sides - number of sides of each voxel, equal to 6.
- FormatMemory - a memory usage amount for the texture in RGBA16 format, equal to 8.
Return value
A texture memory usage, in bytes.Last update:
2022-12-14
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)