#here s another example of how the
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The room is uniformly flooded with purple light so this looks mostly as expected to me
Since the previews is showing specular reflection, but the orb in the scene is not, that suggests to me that the reflection probes aren't working properly (assuming it's the same material)
The preview is rendered with no ambient light whatsover so it's not going to look like that with the probes
Using mixed lights in addition to the reflection probe might improve the specularity more
If that specular only look is what you want, you wouldn't use light probes at all, only reflection probes and mixed lights
mhh I see
I've never realt with light probes before. I just know that things did not look like this before i set them up
I have tried it in game. results are basically the same.
Tried what, in what scenario?
I mean testing how it looks outside of unity.
A material's appearance always depends on what it's lit by
I see
Lighting from light probes is very low resolution and never results in specular reflections, but it's the only way to render baked diffuse lighting on dynamic objects in a positional way
You're not getting any specular reflections likely you don't have a reflection probe, or it's not working properly
I do have a reflection probe.
And if the lights are of type mixed instead of baked, they can cause specular reflections even without probes
Yeah, I was trying to avoid that for performance reasons
Then it's worth looking into why we aren't seeing specular reflections from the reflection probe
I like to make a sphere with a smooth purely metallic material to test how reflections are working at a given point
I believe it's the intensity of it
I ahve ti set to 0.5
because anything above that just makes the environment look terrible
How so?
with the intensity low
with the intensity higher
it just completely covers the room in light reflection
This mainly happens when the surface materials' smoothness values are too high
so they're all too shiny
damn that sucks
i did want the objects to have a glossy appearance.
turning down the smoothness removes that effects completely
I think I'll just stick to mixed lighting
Oh, I thought the glossiness was a problem
In that case turning down the reflection probe intensity could be a reasonable workaround
Though a fully reflective brightly lit room is an incredibly difficult scenario for realtime rendering in general
oh wow hah. Picked something great for my first project, then.
You could also try to bake with ambient occlusion, I think it might tune down specularity in shadowed areas to make it look less weird
Though I'm not sure if it does that, or only adds diffuse shadows
I do have baked AO
I guess it doesn't help much then
Another thing that might work is enabling box projection on the reflection probe, so the reflections are not projected at infinity
yup, that's also something I've already tried hah
oof 💦
My last ditch efforts would be to enable mixed lighting and turn down the reflection probe, so you have specularity from lights, and a little bit from the environment too
or to give every texture sensible roughness and normal maps so they have some surface definition
Right now a big contributor to the odd look is that they're perfectly polished
And the reflections shown are very approximate, which is the best reflection probes can do
yeah that would've been my next move.
I'd still have the unimportant light son baked only
Or third option to swap to ray-traced rendering to get perfectly accurate reflections and occlusion 