#it works, issue is really that my scene

1 messages · Page 1 of 1 (latest)

hallow shard
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This seems to point mostly that your ligght ranges are too low, or lights are too weak

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A reflection probe is not supposed to be the thing that lights up your scene, diffuse and specular reflections are meant to be there in a balanced and consistent measure

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So, disabling the probe in this case just reveals how dark your diffuse lighting actually is

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Both diffuse and specular describe simply "incoming light", but because shiny and matte materials in raster rendering pipelines need different math for shiny and matte reflections those reflections must be stored in separate data types

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Light probes and reflection probes, respectively

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It's important that you make sure the light ranges aren't too low

cold flame
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yuppp

hallow shard
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Indirect light intensity can be increased in lighting settings to boost it, but it should be kept at 1 until you're sure no other issues are reducing your diffuse light intensity

cold flame
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i had no idea that the scene was so dark without the reflections

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but one thing though, can i use custom shaders with reflection probes?

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i will rethink my lighting strategy

hallow shard
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You can as long as their lighting calculations include reflection probes
And preferably other types of lighting such as ambient light/probes as well

cold flame
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GOAT

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thanks for the help!

hallow shard
cold flame
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i have suffered with this for a looooong time now

cold flame
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i don't make the maps, a friend of mine volunteered to make them

hallow shard
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I only got good at lighting by doing the same process over and over in different environments and tackling all issues that appeared

cold flame
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i need to learn that as well

hallow shard
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Most of my test bake scenes were just some unity's default meshes slapped together, so it doesn't have to be complex in that way