#HDRP Reflection Probes Blending

1 messages · Page 1 of 1 (latest)

crimson wind
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Hi, I just don't understand how blending between reflection probes is supposed to work.
Here you can see 2 overlapping reflection probes, with a Blending Distance > 0. As you can see there is a hard edge where the 2 probe volumes meet. How do I get rid of that? Changing the Blending Distance doesn't seem to do anything.

crimson wind
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It seems like this is the best you can get???

atomic belfry
crimson wind
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it's working but it's not working good as you can see

atomic belfry
crimson wind
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You think so?

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The window is right there, I feel like it should penetrate much deeper and not lead to this sharp difference in brightness

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Now, I've baked the lighting with only 1024 indirect samples, maybe that would improve with a higher sample count

fathom surge
crimson wind
fathom surge
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2 for the corridors and 1 for the corner

crimson wind
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That does make it look a bit more uniform. Unity's already complaining about the amount of reflection probes though. What do you typically do here to stay under the limit? Just write a little script that deactivates probes outside the players view?

atomic belfry
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I think probe limits are per mesh or per screen tile, same as with lights, so they shouldn't have a cost if objects in their range are not being rendered
Assuming they're not realtime and that your environment isn't just one mesh

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Box projection can improve the accuracy in hallways, often helps a lot with bright reflections that seem to have an inexplicable source

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Most importantly the amount of light from specularity and from diffuse, baked or otherwise should match as closely as possible

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I'm not aware of all technical limits HDRP has for reflection probes though, so I wouldn't rule out that disabling them manually may help in some way