#it works, issue is really that my scene
1 messages · Page 1 of 1 (latest)
This seems to point mostly that your ligght ranges are too low, or lights are too weak
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
So, disabling the probe in this case just reveals how dark your diffuse lighting actually is
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
Light probes and reflection probes, respectively
It's important that you make sure the light ranges aren't too low
yuppp
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
i had no idea that the scene was so dark without the reflections
but one thing though, can i use custom shaders with reflection probes?
i will rethink my lighting strategy
You can as long as their lighting calculations include reflection probes
And preferably other types of lighting such as ambient light/probes as well
I don't see any big mistake there
What might help you the most is some practice at baking lighting for various scenes with various lighting and materials
i have suffered with this for a looooong time now
true
i don't make the maps, a friend of mine volunteered to make them
I only got good at lighting by doing the same process over and over in different environments and tackling all issues that appeared
i need to learn that as well
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