BakeError

    LightmapGI.swift:71
    enum BakeError

    Cases

    • case ok

      Lightmap baking was successful.

    • case noSceneRoot

      Lightmap baking failed because the root node for the edited scene could not be accessed.

    • case foreignData

      Lightmap baking failed as the lightmap data resource is embedded in a foreign resource.

    • case noLightmapper

      Lightmap baking failed as there is no lightmapper available in this Godot build.

    • case noSavePath

      Lightmap baking failed as the LightmapGIData save path isn’t configured in the resource.

    • case noMeshes

      Lightmap baking failed as there are no meshes whose giMode is ``GeometryInstance3D/GIMode/`static``` and with valid UV2 mapping in the current scene. You may need to select 3D scenes in the Import dock and change their global illumination mode accordingly.

    • case meshesInvalid

      Lightmap baking failed as the lightmapper failed to analyze some of the meshes marked as static for baking.

    • case cantCreateImage

      Lightmap baking failed as the resulting image couldn’t be saved or imported by Godot after it was saved.

    • case userAborted

      The user aborted the lightmap baking operation (typically by clicking the Cancel button in the progress dialog).

    • case textureSizeTooSmall

      Lightmap baking failed as the maximum texture size is too small to fit some of the meshes marked for baking.

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    • var bias: Double

      The bias to use when computing shadows. Increasing bias can fix shadow acne on the resulting baked lightmap, but can introduce peter-panning (shadows not connecting to their casters). Real-time Light3D shadows are not affected by this bias property.

    • var bounceIndirectEnergy: Double

      The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of 1.0 represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of bounces then increasing bounceIndirectEnergy.

    • var bounces: Int32

      Number of light bounces that are taken into account during baking. Higher values result in brighter, more realistic lighting, at the cost of longer bake times. If set to 0, only environment lighting, direct light and emissive lighting is baked.

    • var cameraAttributes: CameraAttributes?

      The CameraAttributes resource that specifies exposure levels to bake at. Auto-exposure and non exposure properties will be ignored. Exposure settings should be used to reduce the dynamic range present when baking. If exposure is too high, the LightmapGI will have banding artifacts or may have over-exposure artifacts.

    • var denoiserStrength: Double

      The strength of denoising step applied to the generated lightmaps. Only effective if useDenoiser is true and ProjectSettings/rendering/lightmapping/denoising/denoiser is set to JNLM.

    • var directional: Bool

      If true, bakes lightmaps to contain directional information as spherical harmonics. This results in more realistic lighting appearance, especially with normal mapped materials and for lights that have their direct light baked (lightBakeMode set to Light3D/BakeMode/bakeStatic and with editorOnly set to false). The directional information is also used to provide rough reflections for static and dynamic objects. This has a small run-time performance cost as the shader has to perform more work to interpret the direction information from the lightmap. Directional lightmaps also take longer to bake and result in larger file sizes.

    • var environmentCustomColor: Color

      The color to use for environment lighting. Only effective if environmentMode is .customColor.

    • var environmentCustomEnergy: Double

      The color multiplier to use for environment lighting. Only effective if environmentMode is .customColor.

    • var environmentCustomSky: Sky?

      The sky to use as a source of environment lighting. Only effective if environmentMode is .customSky.

    • var environmentMode: LightmapGI.EnvironmentMode

      The environment mode to use when baking lightmaps.

    • var generateProbesSubdiv: LightmapGI.GenerateProbes

      The level of subdivision to use when automatically generating LightmapProbes for dynamic object lighting. Higher values result in more accurate indirect lighting on dynamic objects, at the cost of longer bake times and larger file sizes.

    • var interior: Bool

      If true, ignore environment lighting when baking lightmaps.

    • var lightData: LightmapGIData?

      The LightmapGIData associated to this LightmapGI node. This resource is automatically created after baking, and is not meant to be created manually.

    • var maxTextureSize: Int32

      The maximum texture size for the generated texture atlas. Higher values will result in fewer slices being generated, but may not work on all hardware as a result of hardware limitations on texture sizes. Leave maxTextureSize at its default value of 16384 if unsure.

    • var quality: LightmapGI.BakeQuality

      The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels.

    • var useDenoiser: Bool

      If true, 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.

    • var useTextureForBounces: Bool

      If true, a texture with the lighting information will be generated to speed up the generation of indirect lighting at the cost of some accuracy. The geometry might exhibit extra light leak artifacts when using low resolution lightmaps or UVs that stretch the lightmap significantly across surfaces. Leave useTextureForBounces at its default value of true if unsure.

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