This is the documentation for Enlighten.
Radiosity tab
The Radiosity tab allows you to experiment with the appearance of the radiosity and the trade-off between radiosity quality and performance.
Radiosity options |
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Bounce intensity | Allows you to adjust the amount of radiosity transferred in each bounce pass. Enlighten bounces are handled in a feedback loop. Enlighten computes the first bounce at full intensity, but allows you to scale how many of the subsequent bounces of the same light should be computed. The setting of this has no impact on performance or memory but allows the user to control how "ambient" the indirect lighting in Enlighten appears.
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Skylight colour | The RGB intensity of the skylight used in the 'Irradiance + Skylight' lighting technique. |
Radiosity task output scale | This is a scale factor passed to and applied inside the Enlighten radiosity solver. This slider is not intended to be an authoring control but allows you to test the impact of changing the internal scaling of lighting before conversion to integer output formats. |
Radiosity shader output scale | This is a scale factor applied in the shader on the GPU to the indirect lighting results. This slider allows you to artificially boost the apparent amount of all indirect lighting in the scene without affecting the computation itself. It can be helpful if you wish to rebalance the amount of direct and indirect lighting. For similar controls, including radiosity tone mapping, see the Post Processing tab. |
Baked shader output scale | The global baked lighting output scale multiplier for shaders. |
Compressed probe max value | The maximum value that can be represented with compressed probes. For more information, see Solving for probe points. |
Probe volume texture spacing | Sets the spacing of probe volumes in dynamic object volume textures. |
Use LRB format for irradiance rendering | Switches between FP16 and LRB format for the Enlighten irradiance output. For more details about the LRB output format, see LRB Compressed Output Format for Irradiance. |
Asynchronous GPU spotlight visibility | Calculates spotlight visibility with the GPU. When disabled, input lighting for radiosity is calculated on the CPU, and spotlight shadow casting does not occlude bounced light. When enabled, the GPU is used to compute shadows for spotlights. This can have a performance impact due to the synchronisation overhead this introduces (this overhead is possible to remove in a production engine). |
GPU visibility using projected input samples | Toggles whether the visibility computation for Enlighten dusters to spot lights is performed on duster positions that have been projected onto detail meshes. Note that this is only relevant to scenes that use mesh projection. |
Interpolate radiosity texture | Uncheck this box to use point sampled texture filtering when sampling from the radiosity textures during radiosity rendering. |
Bounce Quality | Sets the bounce quality, a value between 0 and 1. See Bounce Resampling |
Half precision input lighting | Use half precision for storing input lighting. |
Compute radiosity-only cube maps | When checked, specular cube maps contain just indirect, radiosity lighting i.e. material albedo, emissive and direct lighting are omitted. |
Entire probe set solver | Use the Entire Probe Set solver.
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Enable normal maps with baking |
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