Unigine.LightVoxelProbe Class
Inherits from: | Light |
This class allows creating and managing Voxel Probe sources.
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.BLEND#
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 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 SpecularCubicFiltering#
The value indicating if cubic filtering is applied to specular reflections textures.
Notice
If cubic filtering is disabled, linear texture filtering is used.
float SpecularReflectionBias#
The specular reflections offset along the reflection vector.
float SpecularNormalBias#
The specular reflections offset along the normal to the surface.
float SpecularTangentBias#
The additional offset for specular reflections along the surface tangents. Adjusting this setting can help reduce reflection leaking in dark areas.
float SpecularVisibilityRoughnessMax#
The higher bound of the roughness range within which the specular reflections of the Voxel Probe are visible.
float SpecularVisibilityRoughnessMin#
The lower bound of the roughness range within which the specular reflections of the Voxel Probe are visible.
bool SpecularEnabled#
The value indicating if specular reflections are enabled for the Voxel Probe.
bool DiffuseCubicFiltering#
The value indicating if cubic filtering is applied to Voxel Probe diffuse lighting.
float DiffuseNormalBias#
The bias of ambient lighting implemented as voxel projection offset along the normal to the surface.
float DiffuseTangentBias#
The additional offset for voxel projection along the surface tangents. Adjusting this setting can help reduce light leaking in dark areas.
float DiffuseTranslucentIndirect#
The intensity of the material's original diffuse lighting, as if the Translucent parameter were set to 0. Fine-tuning the current parameter can help correct artifacts caused by DiffuseTranslucentSoftIndirect, such as excessive darkening on materials.
float DiffuseTranslucentSoftIndirect#
The intensity of soft diffuse lighting calculated as the average illumination from all six directions. With such approach to lighting surface normals are not taken into account, thus increasing this value may result in a darker appearance than expected. However, this approach often produces a more realistic look, similar to the appearance of wax figures.
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. This parameter determines how fast the intensity decreases up to the attenuation distance set for the light source.
vec3 AttenuationDistance#
The distance from the light source shape, at which the light source doesn't illuminate anything.
float VoxelSize#
The size of each voxel in the Voxel Probe.
vec3 BoxSize#
The size of the whole box-type Voxel Probe.
LightVoxelProbe.BAKE_QUALITY BakeQuality#
The baking quality for the Voxel Probe.
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.The information on this page is valid for UNIGINE 2.20 SDK.
Last update:
2025-05-30
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