IndirectLightVolumeclass

Dynamic Diffuse Global Illumination volume that provides indirect lighting using a 3D probe grid. Probes store irradiance and distance data in volume textures that can be sampled by shaders.

objectComponentIndirectLightVolume
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.IndirectLightVolume : Sandbox.Component

Constructors1

Showing 1 constructors

Methods6

Showing 6 methods

public static System.Threading.Tasks.Task BakeAll()PUBLICSTATIC

Returns:Task

public System.Threading.Tasks.Task BakeProbes(System.Threading.CancellationToken ct = null)PUBLIC

Starts the probe baking process to capture lighting into the volume textures.

ParameterTypeDescription
ct = nullCancellationToken
Returns:Task

public void BakeProbesUnavailableMessage()PUBLIC

Returns:void

public void ClearProbeRelocation()PUBLIC

Clears all probe relocation offsets.

Returns:void

public void ComputeProbeRelocation()PUBLIC

Computes probe relocation offsets for all probes in the volume. Uses iterative refinement with mesh tracing. All computations are relative to probe spacing for resolution-independent behavior.

Returns:void

public void ExtendToSceneBounds()PUBLIC

Automatically sizes the volume to encompass all scene geometry.

Returns:void

Properties10

Showing 10 properties

public BBox Sandbox.IndirectLightVolume.Bounds { get; set; }PUBLICGETSET

World-space bounding box that defines the volume coverage area.

Returns:BBox

public float Sandbox.IndirectLightVolume.Contrast { get; set; }PUBLICGETSET

Controls how much less energy to conserve during probe integration. Higher values give a harsher, more contrasty look.

Returns:float

public Sandbox.Texture Sandbox.IndirectLightVolume.IrradianceTexture { get; set; }PUBLICGETSET

Volume texture storing probe irradiance data (color).

Returns:Texture

public float Sandbox.IndirectLightVolume.NormalBias { get; set; }PUBLICGETSET

Bias applied along surface normals to prevent self-occlusion artifacts.

Returns:float

public int Sandbox.IndirectLightVolume.ProbeDensity { get; set; }PUBLICGETSET

Number of probes per 1024 world units. Higher values increase probe resolution.

Returns:int

public Sandbox.Texture Sandbox.IndirectLightVolume.RelocationTexture { get; set; }PUBLICGETSET

Volume texture storing probe relocation offsets (XYZ = offset, W = active).

Returns:Texture

public Sandbox.TagSet Sandbox.IndirectLightVolume.RenderExcludeTags { get; set; }PUBLICGETSET

Objects with any of these tags will be excluded when baking probes for this volume.

Returns:TagSet

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