From a7ea501145e97f5fb79a2195e8564241d4c7057c Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Wed, 24 Jun 2026 04:16:57 +0200 Subject: [PATCH] Fix and improve Light3D bake mode descriptions The description for `BAKE_STATIC` when using LightmapGI is actually meant for `BAKE_DYNAMIC`. (cherry picked from commit 8cad2c87502c7c2990d8e2526fbf28707f094710) --- doc/classes/Light3D.xml | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 5101ffc69c..e8905ae9da 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -206,11 +206,13 @@ [b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]). - Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off. + Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. [b]Note:[/b] The light is not baked in [LightmapGI] if [member editor_only] is [code]true[/code]. + [b]Note:[/b] When using [LightmapGI], both the direct and indirect light are baked. Since direct light is baked, the light doesn't display a specular lobe on static lightmapped meshes. Shadows on static lightmapped meshes will also look less detailed, but the light still casts shadows that can be displayed on dynamic objects. Since real-time light computations are skipped on static lightmapped meshes, this bake mode improves runtime performance compared to [constant BAKE_DYNAMIC] and [constant BAKE_DISABLED]. - Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to [constant BAKE_STATIC]. This has a greater performance cost compared to [constant BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is affected by [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]. + Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to [constant BAKE_STATIC]. This has a greater performance cost compared to [constant BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is affected by [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]. + [b]Note:[/b] When using [LightmapGI], the light's indirect light is baked, but direct light and shadows remain real-time. This mode allows performing [i]subtle[/i] changes to a light's color, energy, and position while still looking fairly correct. For example, you can use this to create flickering static torches that have their indirect light baked.