#Thread
1 messages · Page 1 of 1 (latest)
If you turn smoothness to 100% that should reflect 100%
and hopefully confirm there are reflections in this instance
As I see it, you've only assigned the material to one of the rings
Is that what you refer to?
Sky settings are in Lighting window, under Environment tab
It doesn't seem like the rest of the rings are using the material
Your Materials field is minimized
We cannot see precisely how many material slots it's using
I don't recommend that
Well, the intensities should be left as is
If you want a more varied sky I would've suggested to add a new one, but you already have one so that's not strictly going to help
If the reflection probe were working properly the metallic materials should be reflecting the room
Looks right
Did you try the metallic material with 100% smoothness
The possible reasons why some of the rings don't look right could be that those rings are lacking / have totally messed up vertex normals, or that you have multiple overlapping meshes, some with inverted normals
Since the refleciton probe appears to be able to see the gold color, that suggests it could be dependent on viewing angle
Here's an important test you can do, create a new default sphere next to the rings and apply your metallic material to the sphere
And I'd prefer the metal with a very high smoothness so we can see the reflections
I can't see the room here at all, when it should be next to the rings
This looks incredibly rough, as if the smoothness were low
A sphere with a high smoothness next to a reflection probe should crisply display the reflections of the probe, visually confirming us that the mesh, the probe and material are working in conjuction
That would be a nice way to isolate the issue to the lamp mesh
But I'm getting a very sporadic drip feed of the info I request
I would like to see the rings and the sphere next to each other and to the probe, using the same material, with smoothness turned to 0.95
No need to show the probe as long as they are within it
As long as the probe hasn't changed its baked data or its position since the last time you showed it
This really is with metallic 1 and smoothness 0.95?
Ah
Your reflections are disabled here
Enable them and show the same perspective again, if something seems to change as a result
Set Render Face to Front
Hmm I want to see that too
Thanks
The issue is that the normals are inverted
The meshes are turned inside out in other words
The metal reflection was wrong because the reflection was inverted as well
Render face: both forces the backfaces to render, even if incorrectly
In almost all cases you only want front face rendered, and none of the backfaces exposed from inverted geometry or holes in geometry
https://unity.huh.how/models/inverted-normals you can find here instructions to fix them
Why does it need an "interior" in this case?
Polygons are infinitely thin, which surfaces in real life are not
Objects that have something inside them should have their insides made of front facing geometry
If you only need a cavity in it, extruding the exterior inward is usually enough
If the interior needs to be a particular shape, you may want to start from an inverted and shrinked duplicate of the exterior
If the surface needs to have an even thickness all the way around, like a shell or a casing, the solidify modifier is best for that
You may end up with weird corners if you try to solidify by extruding, instead of using the modifier, though
I would double check both the normals and the material
It's the right color but foggy, as if having its reflections disabled
Or the wrong smoothness
Something I also do for verification is grab random polygons in wireframe mode and temporarily move them, to potentially reveal duplicate faces beneath
And make sure the render face is front

#💥┃post-processing has pinned instructions
Note that you need the instructions specifically for URP
Since other pipelines use different post processing, and they get mixed up easily
It's not necessary
I prefer to see you around these channels and that way we may get to know each other ^^