diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index cc48e0612ba..8532bbf491d 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] When using the Mobile rendering method, reflection probes will only correctly affect meshes whose visibility AABB intersects with the reflection probe's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the reflection probe may not be visible on the mesh.
- $DOCS_URL/tutorials/3d/reflection_probes.html
+ $DOCS_URL/tutorials/3d/global_illumination/reflection_probes.html
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index e453fbd855d..f6c643d757b 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node.
- $DOCS_URL/tutorials/3d/using_voxel_gi.html
+ $DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html
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