menu_bookDocumentation

Indirect Light Volumes: Probe-Based Global Illumination and Bounce Lighting

calendar_today May 20, 2026 schedule ~1 min read person PatrickJr verified 50

Indirect Light Volumes in s&box use a grid of probes to sample indirect light from all directions. When rendering, the system interpolates between nearby probes to shade each point — light bouncing off a red wall tints nearby surfaces, sunlight from a window fades naturally into a room.

Properties

  • Probe Density — How tightly packed probes are. More probes = finer detail but higher cost. Crank up for tight spaces, keep low for open areas.
  • Normal Bias — Pushes sample points away from surfaces. Increase if you see dark speckles or self-shadowing artifacts.
  • Contrast — Makes bounces punchier. Higher values crush darks for a more dramatic look.
  • Inside Geometry Behaviour — Whether to remove or relocate probes detected inside backfacing geometry.

Best Practices

  • Position volumes to cover key areas without overlap
  • Bake after major scene changes
  • Use low density in open areas, add a second volume for detail in specific regions
  • Use thicker wall geometry to prevent light leaks

Limitations

  • Thin walls leak light — probe grid can't see walls thinner than probe spacing
  • Not real-time — baking happens in editor only, no dynamic runtime updates. Re-bake for scene changes.
Was this helpful?