This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.LightVoxelProbe Class

Inherits from: Light

This class allows creating and managing voxel probes.

LightVoxelProbe Class

Enums

BAKE_INTERNAL_VOLUME#

NameDescription
HALF = 0Bake internal volume (voxels that don't touch geometry) in half resolution.
FULL = 1Bake 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.
NameDescription
DRAFT = 0The lowest sampling quality and number of rays simulated but the highest iterativity.
LOW = 1Low sampling quality and number of light rays simulated.
MEDIUM = 2Stable quality level is good for most cases.
HIGH = 3High sampling quality and number of light rays simulated is quite enough for release production.
ULTRA = 4Ultra baking quality might be useful to get rid of small inconsistencies on the release production.

BLEND#

NameDescription
ALPHA_BLEND = 0The alpha blend mode of light blending.
ADDITIVE = 1The additive mode of light blending. 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).
Notice
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.
MULTIPLICATIVE = 2The multiplicative mode of light blending.

Properties

string TextureFilePath#

The file path for 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).
Notice
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 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.

LightVoxelProbe.BLEND BlendMode#

The Blending mode for the Voxel Probe.

Members


LightVoxelProbe ( ) #

Constructor. Creates a new voxel probe with default parameters.

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.

void SetBlendMode ( LightVoxelProbe.BLEND mode ) #

Sets the blending mode for the light voxel probe.

Arguments

LightVoxelProbe.BLEND GetBlendMode ( ) #

Returns the current blending mode for the light voxel probe.

Return value

The blending mode. One of BLEND values.
Last update: 2024-06-24
Build: ()