Allow more flexible adjustments of VisualInstance3D Lightmap Scale

Any floating-point value greater than 0.01 can now be used.
Prior to this change, only factors of 1×, 2× and 4× and 8× could be used.
This commit is contained in:
Hugo Locurcio
2023-03-21 02:22:22 +01:00
parent 76fa7b2914
commit 1e5f0a86ca
6 changed files with 67 additions and 17 deletions

View File

@ -70,6 +70,7 @@
</member>
<member name="texel_scale" type="float" setter="set_texel_scale" getter="get_texel_scale" default="1.0">
Scales the lightmap texel density of all meshes for the current bake. This is a multiplier that builds upon the existing lightmap texel size defined in each imported 3D scene, along with the per-mesh density multiplier (which is designed to be used when the same mesh is used at different scales). Lower values will result in faster bake times.
For example, doubling [member texel_scale] doubles the lightmap texture resolution for all objects [i]on each axis[/i], so it will [i]quadruple[/i] the texel count.
</member>
<member name="use_denoiser" type="bool" setter="set_use_denoiser" getter="is_using_denoiser" default="true">
If [code]true[/code], uses a GPU-based denoising algorithm on the generated lightmap. This eliminates most noise within the generated lightmap at the cost of longer bake times. File sizes are generally not impacted significantly by the use of a denoiser, although lossless compression may do a better job at compressing a denoised image.