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LightVoxelProbe Class

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Inherits from: Light

This class allows creating and managing Voxel Probe sources.

LightVoxelProbe Class

Members

void setTextureFilePath ( string path ) #

Sets a new file path for the lighting texture used for the Voxel Probe.

Arguments

  • string path - The path to the texture file.

String getTextureFilePath() const#

Returns the current file path for the lighting texture used for the Voxel Probe.

Return value

Current path to the texture file.

void setBakeVisibilityEnvironmentProbe ( int probe ) #

Sets a new 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.

Arguments

  • int probe - The baking of environment probe light sources to the Voxel Probe

int isBakeVisibilityEnvironmentProbe() const#

Returns the current 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.

Return value

Current baking of environment probe light sources to the Voxel Probe

void setBakeVisibilityVoxelProbe ( int probe ) #

Sets a new 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.

Arguments

  • int probe - The baking of other Voxel Probe light sources to the Voxel Probe

int isBakeVisibilityVoxelProbe() const#

Returns the current 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.

Return value

Current baking of other Voxel Probe light sources to the Voxel Probe

void setBakeVisibilityLightProj ( int proj ) #

Sets a new 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.

Arguments

  • int proj - The baking of projected light sources to the Voxel Probe

int isBakeVisibilityLightProj() const#

Returns the current 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.

Return value

Current baking of projected light sources to the Voxel Probe

void setBakeVisibilityLightOmni ( int omni ) #

Sets a new 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.

Arguments

  • int omni - The baking of omni light sources to the Voxel Probe

int isBakeVisibilityLightOmni() const#

Returns the current 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.

Return value

Current baking of omni light sources to the Voxel Probe

void setBakeVisibilityLightWorld ( int world ) #

Sets a new 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.

Arguments

  • int world - The baking of world light sources to the Voxel Probe

int isBakeVisibilityLightWorld() const#

Returns the current 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.

Return value

Current baking of world light sources to the Voxel Probe

void setBakeVisibilitySky ( int sky ) #

Sets a new 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.

Arguments

  • int sky - The baking of lighting from the sky to the Voxel Probe

int isBakeVisibilitySky() const#

Returns the current 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.

Return value

Current baking of lighting from the sky to the Voxel Probe

void setBakeVisibilityEmission ( int emission ) #

Sets a new 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.

Arguments

  • int emission - The baking of emission light sources to the Voxel Probe

int isBakeVisibilityEmission() const#

Returns the current 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.

Return value

Current baking of emission light sources to the Voxel Probe

void setBakeVisibilityLightmap ( int lightmap ) #

Sets a new value indicating if the lightmapped surfaces are to be baked to the Voxel Probe.

Arguments

  • int lightmap - The baking of lightmapped surfaces to the Voxel Probe

int isBakeVisibilityLightmap() const#

Returns the current value indicating if the lightmapped surfaces are to be baked to the Voxel Probe.

Return value

Current baking of lightmapped surfaces to the Voxel Probe

void setBakeInternalVolume ( int volume ) #

Sets a new 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.

Arguments


int getBakeInternalVolume() const#

Returns 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.

Return value

Current Internal volume baking mode to be set. One of the LIGHT_VOXEL_PROBE_BAKE_INTERNAL_VOLUME_* values.

void setBakeZFar ( float zfar ) #

Sets a new distance to the far clipping plane used for every voxel during light baking.

Arguments

  • float zfar - The distance to the far clipping plane.

float getBakeZFar() const#

Returns the current distance to the far clipping plane used for every voxel during light baking.

Return value

Current distance to the far clipping plane.

void setBakeViewportMask ( int mask ) #

Sets a new mask that specifies materials taking part in baking.

Arguments

  • int mask - The bake viewport mask (integer, each bit of which is used to represent a mask).

int getBakeViewportMask() const#

Returns the current mask that specifies materials taking part in baking.

Return value

Current bake viewport mask (integer, each bit of which is used to represent a mask).

void setSpecularCubicFiltering ( bool filtering ) #

Sets a new value indicating if cubic filtering is applied to specular reflections textures.
Notice
If cubic filtering is disabled, linear texture filtering is used.

Arguments

  • bool filtering - Set true to enable cubic filtering for specular reflections textures; false - to disable it.

bool isSpecularCubicFiltering() const#

Returns the current value indicating if cubic filtering is applied to specular reflections textures.
Notice
If cubic filtering is disabled, linear texture filtering is used.

Return value

true if cubic filtering for specular reflections textures is enabled; otherwise false.

void setSpecularReflectionBias ( float bias ) #

Sets a new specular reflections offset along the reflection vector.

Arguments

  • float bias - The specular reflections offset along the reflection vector

float getSpecularReflectionBias() const#

Returns the current specular reflections offset along the reflection vector.

Return value

Current specular reflections offset along the reflection vector

void setSpecularNormalBias ( float bias ) #

Sets a new specular reflections offset along the normal to the surface.

Arguments

  • float bias - The specular reflections offset along the normal

float getSpecularNormalBias() const#

Returns the current specular reflections offset along the normal to the surface.

Return value

Current specular reflections offset along the normal

void setSpecularTangentBias ( float bias ) #

Sets a new additional offset for specular reflections along the surface tangents. Adjusting this setting can help reduce reflection leaking in dark areas.

Arguments

  • float bias - The offset for specular reflections along the surface tangents

float getSpecularTangentBias() const#

Returns the current additional offset for specular reflections along the surface tangents. Adjusting this setting can help reduce reflection leaking in dark areas.

Return value

Current offset for specular reflections along the surface tangents

void setSpecularVisibilityRoughnessMax ( float max ) #

Sets a new higher bound of the roughness range within which the specular reflections of the Voxel Probe are visible.

Arguments

  • float max - The higher bound of the roughness range within which the specular reflections of the Voxel Probe are visible

float getSpecularVisibilityRoughnessMax() const#

Returns the current higher bound of the roughness range within which the specular reflections of the Voxel Probe are visible.

Return value

Current higher bound of the roughness range within which the specular reflections of the Voxel Probe are visible

void setSpecularVisibilityRoughnessMin ( float min ) #

Sets a new lower bound of the roughness range within which the specular reflections of the Voxel Probe are visible.

Arguments

  • float min - The lower bound of the roughness range within which the specular reflections of the Voxel Probe are visible

float getSpecularVisibilityRoughnessMin() const#

Returns the current lower bound of the roughness range within which the specular reflections of the Voxel Probe are visible.

Return value

Current lower bound of the roughness range within which the specular reflections of the Voxel Probe are visible

void setSpecularEnabled ( bool enabled ) #

Sets a new value indicating if specular reflections are enabled for the Voxel Probe.

Arguments

  • bool enabled - Set true to enable specular reflections for the Voxel Probe; false - to disable it.

bool isSpecularEnabled() const#

Returns the current value indicating if specular reflections are enabled for the Voxel Probe.

Return value

true if specular reflections for the Voxel Probe is enabled; otherwise false.

void setDiffuseCubicFiltering ( bool filtering ) #

Sets a new value indicating if cubic filtering is applied to Voxel Probe diffuse lighting.

Arguments

  • bool filtering - Set true to enable cubic filtering for Voxel Probe diffuse lighting; false - to disable it.

bool isDiffuseCubicFiltering() const#

Returns the current value indicating if cubic filtering is applied to Voxel Probe diffuse lighting.

Return value

true if cubic filtering for Voxel Probe diffuse lighting is enabled; otherwise false.

void setDiffuseNormalBias ( float bias ) #

Sets a new bias of ambient lighting implemented as voxel projection offset along the normal to the surface.

Arguments

  • float bias - The voxel projection offset along the normal

float getDiffuseNormalBias() const#

Returns the current bias of ambient lighting implemented as voxel projection offset along the normal to the surface.

Return value

Current voxel projection offset along the normal

void setDiffuseTangentBias ( float bias ) #

Sets a new additional offset for voxel projection along the surface tangents. Adjusting this setting can help reduce light leaking in dark areas.

Arguments

  • float bias - The offset for voxel projection along the surface tangents

float getDiffuseTangentBias() const#

Returns the current additional offset for voxel projection along the surface tangents. Adjusting this setting can help reduce light leaking in dark areas.

Return value

Current offset for voxel projection along the surface tangents

void setDiffuseTranslucentIndirect ( float indirect ) #

Sets a new 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 , such as excessive darkening on materials.

Arguments

  • float indirect - The intensity of the original diffuse lighting on the material

float getDiffuseTranslucentIndirect() const#

Returns the current 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 , such as excessive darkening on materials.

Return value

Current intensity of the original diffuse lighting on the material

void setDiffuseTranslucentSoftIndirect ( float indirect ) #

Sets a new 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.

Arguments

  • float indirect - The intensity of soft diffuse lighting

float getDiffuseTranslucentSoftIndirect() const#

Returns the current 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.

Return value

Current intensity of soft diffuse lighting

void setUseSkyColor ( bool color ) #

Sets a new value indicating if sky color modulation for the Voxel Probe is enabled.

Arguments

  • bool color - Set true to enable sky color modulation for the Voxel Probe; false - to disable it.

bool isUseSkyColor() const#

Returns the current value indicating if sky color modulation for the Voxel Probe is enabled.

Return value

true if sky color modulation for the Voxel Probe is enabled; otherwise false.

void setAttenuationPower ( float power ) #

Sets a new 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.

Arguments

  • float power - The attenuation power value.

float getAttenuationPower() const#

Returns the current 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.

Return value

Current attenuation power value.

void setAttenuationDistance ( vec3 distance ) #

Sets a new distance from the light source shape, at which the light source doesn't illuminate anything.

Arguments

  • vec3 distance - The distance from the light source shape, in units, at which the light source doesn't illuminate anything.

vec3 getAttenuationDistance() const#

Returns the current distance from the light source shape, at which the light source doesn't illuminate anything.

Return value

Current distance from the light source shape, in units, at which the light source doesn't illuminate anything.

void setVoxelSize ( float size ) #

Sets a new size of each voxel in the Voxel Probe.

Arguments

  • float size - The voxel size value, in units.

float getVoxelSize() const#

Returns the current size of each voxel in the Voxel Probe.

Return value

Current voxel size value, in units.

void setBoxSize ( vec3 size ) #

Sets a new size of the whole box-type Voxel Probe.

Arguments

  • vec3 size - The box-type Voxel Probe size along X, Y and Z axes.

vec3 getBoxSize() const#

Returns the current size of the whole box-type Voxel Probe.

Return value

Current box-type Voxel Probe size along X, Y and Z axes.

void setBakeQuality ( int quality ) #

Sets a new baking quality for the Voxel Probe.

Arguments

  • int quality - The baking quality for the Voxel Probe, one of BAKE_QUALITY values.

int getBakeQuality() const#

Returns the current baking quality for the Voxel Probe.

Return value

Current baking quality for the Voxel Probe, one of BAKE_QUALITY values.

void setBlendMode ( int mode ) #

Sets a new blending mode for the Voxel Probe.

Arguments

  • int mode - The blending mode for the Voxel Probe, one of BLEND values.

int getBlendMode() const#

Returns the current blending mode for the Voxel Probe.

Return value

Current blending mode for the Voxel Probe, one of BLEND values.

static 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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