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Indirect lighting: choose a task and method

Find the right guide for bounced light, reflections or artistic fill lighting.

On this page

Start with the visible problem

Desired resultStart hereWhat to verify
Lit level and shadowsLight sourcesPlacement, layers, range and shadow atlas
Understand indirect illuminationDirect and indirect lightSeparate light transport from material brightness and reflections
Fill a dark side without GIManual fill lightColor, influence area and wall leaks
Bake static-level lightingLightmapGILightmap UV preparation, baking and moving-object behavior
Explore volumetric GI dataVoxelGIBaked data, bounds and renderer support
Explore SDFGISDFGILevel scale, updates and renderer support
Configure local reflectionsReflectionProbeCapture, reflective materials, layers and updates

Distinguish the effects

Ambient supplies general illumination without calculating light paths between walls. A manually placed OmniLight3D changes the image as an ordinary source. ReflectionProbe stores a local capture for reflections/configured ambient; it is not automatic physically accurate multi-bounce light transport.

SSAO adds screen-space contact darkening. Emission brightens a surface, while glow adds a halo. See Environment; none alone proves a complete GI solution.

Verify each path independently

Establish predictable direct light and correct materials, then add one mechanism. Keep camera, exposure and renderer constant across comparisons. Check output and CPU/GPU time; a boolean or attractive frame does not establish the whole project’s budget.

Practical verification for this section covers colored manual fill, range and shadows in Compatibility/OpenGL and Forward+/Vulkan. It does not certify every linked GI workflow. Current Compatibility source has no VoxelGI implementation; class presence is not evidence of support.

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