diff --git a/tutorials/3d/global_illumination/using_lightmap_gi.rst b/tutorials/3d/global_illumination/using_lightmap_gi.rst index 73d79eaa146..85cd4ddfd6f 100644 --- a/tutorials/3d/global_illumination/using_lightmap_gi.rst +++ b/tutorials/3d/global_illumination/using_lightmap_gi.rst @@ -381,7 +381,6 @@ imported 3D scenes will also speed up baking significantly. However, this will require you to reimport all lightmapped 3D scenes before you can bake lightmaps again. - .. _doc_using_lightmap_gi_denoising: Denoising @@ -527,3 +526,12 @@ in Base64. The generated EXR file can be viewed and even edited using an image editor to perform post-processing if needed. However, keep in mind that changes to the EXR file will be lost when baking lightmaps again. + +Reducing LightmapGI artifacts +----------------------------- + +If you notice LightmapGI nodes popping in and out of existence as the camera +moves, this is most likely because the engine is rendering too many LightmapGI +instances at once. Godot is limited to rendering 8 LightmapGI nodes at once, +which means up to 8 instances can be in the camera view before some of them will +start flickering. diff --git a/tutorials/3d/global_illumination/using_voxel_gi.rst b/tutorials/3d/global_illumination/using_voxel_gi.rst index 34dfa70527b..7f7b6ce4ce2 100644 --- a/tutorials/3d/global_illumination/using_voxel_gi.rst +++ b/tutorials/3d/global_illumination/using_voxel_gi.rst @@ -193,3 +193,14 @@ in your level geometry. This can be remedied in several ways: - To combat artifacts that can appear on reflective surfaces, try increasing **Bias** and/or **Normal Bias** in the VoxelGIData resource as described above. Do not increase these values too high, or light leaking will become more pronounced. + +If you notice VoxelGI nodes popping in and out of existence as the camera moves, +this is most likely because the engine is rendering too many VoxelGI instances +at once. Godot is limited to rendering 8 VoxelGI nodes at once, which means up +to 8 instances can be in the camera view before some of them will start +flickering. + +Additionally, for performance reasons, Godot can only blend between 2 VoxelGI +nodes at a given pixel on the screen. If you have more than 2 VoxelGI nodes +overlapping, global illumination may appear to flicker as the camera moves or +rotates.