diff --git a/getting_started/first_3d_game/02.player_input.rst b/getting_started/first_3d_game/02.player_input.rst index cc213a5c87b..a6ae421c294 100644 --- a/getting_started/first_3d_game/02.player_input.rst +++ b/getting_started/first_3d_game/02.player_input.rst @@ -131,7 +131,7 @@ Bind also the :kbd:`A` key, onto the action ``move_left``. Let's now add support for a gamepad's left joystick. Click the "+" button again but this time, select *Manual Selection -> Joypad Axes*. -.. image:: img/02.player_input/left_inputmap.webp +.. image:: img/02.player_input/joystick_axis_input.webp Select the negative X axis of the left joystick. diff --git a/tutorials/2d/img/lights_and_shadow_pointlight2d_texture_example.webp b/tutorials/2d/img/lights_and_shadow_pointlight2d_texture_example.webp deleted file mode 100644 index 9eff601ba33..00000000000 Binary files a/tutorials/2d/img/lights_and_shadow_pointlight2d_texture_example.webp and /dev/null differ diff --git a/tutorials/2d/using_tilemaps.rst b/tutorials/2d/using_tilemaps.rst index 2e8c19dac29..0cfba905499 100644 --- a/tutorials/2d/using_tilemaps.rst +++ b/tutorials/2d/using_tilemaps.rst @@ -248,7 +248,7 @@ you can place them in a repeating pattern across the line. You can toggle this mode temporarily while in Paint or Eraser mode by holding :kbd:`Shift` then drawing. -.. figure:: img/using_tilemaps_bucket_fill.webp +.. figure:: img/using_tilesets_line_tool_multiple_tiles.webp :align: center :alt: Using the line tool after selecting two tiles to draw platforms diagonally diff --git a/tutorials/2d/using_tilesets.rst b/tutorials/2d/using_tilesets.rst index 333b08bad50..4ac5314cf8a 100644 --- a/tutorials/2d/using_tilesets.rst +++ b/tutorials/2d/using_tilesets.rst @@ -428,7 +428,7 @@ to ``false``: :ref:`Tile property painting ` can also be used for custom data: -.. figure:: img/using_tilesets_edit_custom_data.webp +.. figure:: img/using_tilesets_paint_custom_data.webp :align: center :alt: Assigning custom data in the TileSet editor using tile property painting diff --git a/tutorials/3d/environment_and_post_processing.rst b/tutorials/3d/environment_and_post_processing.rst index 007a51067ff..4206f1b243a 100644 --- a/tutorials/3d/environment_and_post_processing.rst +++ b/tutorials/3d/environment_and_post_processing.rst @@ -65,7 +65,7 @@ be disabled using the buttons at the top of the 3D editor: Clicking on the 3 vertical dots on the right will display a dialog which allows you to customize the appearance of the preview environment: -.. image:: img/environment_preview_sun_sky_toggle.webp +.. image:: img/environment_preview_sun_sky_dialog.webp **The preview sun and sky is only visible in the editor, not in the running project.** Using the buttons at the bottom of the dialog, you can add the diff --git a/tutorials/3d/global_illumination/reflection_probes.rst b/tutorials/3d/global_illumination/reflection_probes.rst index b8c9921bcc0..b7ef32dff0a 100644 --- a/tutorials/3d/global_illumination/reflection_probes.rst +++ b/tutorials/3d/global_illumination/reflection_probes.rst @@ -43,6 +43,13 @@ Visual comparison Reflection probe enabled. + +.. figure:: img/gi_lightmap_gi_indirect_only_reflection_probe.webp + :align: center + :alt: Reflection probe enabled. + + Reflection probe enabled with LightmapGI used at the same time. The lightmap appears in the reflection. + By combining reflection probes with screen-space reflections, you can get the best of both worlds: high-quality reflections for general room structure (that remain present when off-screen), while also having real-time reflections for diff --git a/tutorials/3d/img/environment_3d_lut_import.webp b/tutorials/3d/img/environment_3d_lut_import.webp deleted file mode 100644 index 403fb51d865..00000000000 Binary files a/tutorials/3d/img/environment_3d_lut_import.webp and /dev/null differ diff --git a/tutorials/3d/lights_and_shadows.rst b/tutorials/3d/lights_and_shadows.rst index ffcafbd0d70..7cd43d2c018 100644 --- a/tutorials/3d/lights_and_shadows.rst +++ b/tutorials/3d/lights_and_shadows.rst @@ -96,7 +96,7 @@ them much faster to render. You can also use emissive materials with any as a replacement for light nodes that emit light over a large area. Shadow mapping -^^^^^^^^^^^^^^ +-------------- Lights can optionally cast shadows. This gives them greater realism (light does not reach occluded areas), but it can incur a bigger performance cost. @@ -124,6 +124,11 @@ There is a list of generic shadow parameters, each also has a specific function: the grainy pattern used for filtering more noticeable. See also :ref:`doc_lights_and_shadows_shadow_filter_mode`. +.. image:: img/lights_and_shadows_blur.webp + +Tweaking shadow bias +^^^^^^^^^^^^^^^^^^^^ + Below is an image of what tweaking bias looks like. Default values work for most cases, but in general, it depends on the size and complexity of geometry. @@ -267,6 +272,8 @@ expensive, so check the recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above ``0.0`` on lights with shadows enabled. +.. image:: img/lights_and_shadows_pcss.webp + Omni shadow mapping ^^^^^^^^^^^^^^^^^^^ @@ -448,6 +455,8 @@ artifacts from the low sample count less visible. Conversely, the **Soft High** and **Soft Ultra** settings will automatically increase shadow blur to better make use of the increased sample count. +.. image:: img/lights_and_shadows_filter_quality.webp + 16-bits versus 32-bit ^^^^^^^^^^^^^^^^^^^^^