#but I mean it looks shiny when not in a
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What changed just now?
I would guess you also have realtime light sources next to this one
I am seeing a reflection from somewhere though
yes, the baked light
If it were from the scene's skybox probe it should've been overridden by the reflection probe that's in use now there
Baked lights do not cause specular reflections
Except via reflection probes
And only indirectly
WAIT
enabling box projecting fixed it
no clue what that means or does but it works
😎
Eh
Can you show what it looks like now
The other object
working on it
Box projection projects the cubemap to a box, rather than to infinity
This adds parallax to the reflection but otherwise doesn't change it at all
I would also like to see the reflection probe itself
The little orb, or the preview that shows what's reflected
It's a very low contrast environment, which results in somewhat dull reflections
The room itself is low contrast
Because of all the beige and grey
So there's simply not much to reflect
Sure
You can enable lightmap static meshes just for baking the probes, or use custom cubemaps for reflection probes entirely
To me that glint in the painting frames is a mystery still, because the reflection doesn't show any logical cause for it, and they persisted even when you disabled the probe
It's possible you have two or more overlapping probe bounds that are being blended
Giving unexpected results
What I like to do and what you might want as well is to make spheres or capsules to test the reflections
I am causing problems
A mesh with smooth metal material, a rough metal material and a smooth non-metal material
AHA
I came up with an idea™️
this room has better contrast
so I stole the cubemap from the probe in it

Then you drag these to every room with you when working and move them around
They will give you a benchmark of how standard materials should look like and actually look like in whichever space