Table of Contents

Enum Light3D.BakeMode

Namespace
Godot
Assembly
GodotSharp.dll
public enum Light3D.BakeMode : long

Fields

Disabled = 0

Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.

Note: Hiding a light does not affect baking LightmapGI. Hiding a light will still affect baking VoxelGI and SDFGI (see [member Environment.sdfgi_enabled).

Dynamic = 2

Light is taken into account in dynamic baking (VoxelGI and SDFGI (SdfgiEnabled) 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 Static. This has a greater performance cost compared to Static. When using SDFGI, the update speed of dynamic lights is affected by ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights.

Static = 1

Light is taken into account in static baking (VoxelGI, LightmapGI, SDFGI (SdfgiEnabled)). 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.

Note: The light is not baked in LightmapGI if EditorOnly is true.