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authorHugo Locurcio <hugo.locurcio@hugo.pro>2023-03-09 22:37:47 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2023-06-02 15:36:57 +0200
commit40bf95ca8e53f0ab18ad4952fd20d67b3339bde2 (patch)
tree8bdb3fb12b1ef3aa90aaf8dc06ebfc138fd59bae /doc/classes/VisualInstance3D.xml
parentafb2480947585edf62d3f95ca1a1e12261502bb6 (diff)
downloadredot-engine-40bf95ca8e53f0ab18ad4952fd20d67b3339bde2.tar.gz
Document GI techniques ignoring VisualInstance3D and Camera3D layers
This also improves documentation for a few other properties in those classes.
Diffstat (limited to 'doc/classes/VisualInstance3D.xml')
-rw-r--r--doc/classes/VisualInstance3D.xml2
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/VisualInstance3D.xml b/doc/classes/VisualInstance3D.xml
index 6e7042431b..46454d4ecc 100644
--- a/doc/classes/VisualInstance3D.xml
+++ b/doc/classes/VisualInstance3D.xml
@@ -60,6 +60,8 @@
The render layer(s) this [VisualInstance3D] is drawn on.
This object will only be visible for [Camera3D]s whose cull mask includes any of the render layers this [VisualInstance3D] is set to.
For [Light3D]s, this can be used to control which [VisualInstance3D]s are affected by a specific light. For [GPUParticles3D], this can be used to control which particles are effected by a specific attractor. For [Decal]s, this can be used to control which [VisualInstance3D]s are affected by a specific decal.
+ To adjust [member layers] more easily using a script, use [method get_layer_mask_value] and [method set_layer_mask_value].
+ [b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers into account to determine what contributes to global illumination. If this is an issue, set [member GeometryInstance3D.gi_mode] to [constant GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D.light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude them from global illumination.
</member>
<member name="sorting_offset" type="float" setter="set_sorting_offset" getter="get_sorting_offset" default="0.0">
The amount by which the depth of this [VisualInstance3D] will be adjusted when sorting by depth. Uses the same units as the engine (which are typically meters). Adjusting it to a higher value will make the [VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that are otherwise positioned at the same spot. To ensure it always draws on top of other objects around it (not positioned at the same spot), set the value to be greater than the distance between this [VisualInstance3D] and the other nearby [VisualInstance3D]s.