#Reflection Probes

1 messages · Page 1 of 1 (latest)

uncut osprey
#

Hi guys, after practising about better visuals in unity I got some new questions.

Question 1:
I understood how a reflection probe works but there is a problem. In a complicated facility, how should I place these probes? I mean I placed a reflection probe to the elevator because it was separated and small. But should I separate the facility to place reflection probes. What is the key of placing them?

Question 2:
In elevator, the ceiling outside of the elevator reflecting the light inside the elevator even there is a wall between them. How can I stop that?

#

Question 2 solved immediately sorry :D I forgot to change spotlight's shadow type.

#

Question 1 still active.

azure tiger
# uncut osprey Question 1 still active.

Question 1 depends on mainly on how accurate you need your reflections to be
If every room is similar, and you don't have purely mirror sheen materials, even just one reflection cubemap for the whole scene may be enough

#

As long as it's taken from a spot that doesn't stand out

#

You should start with that and then place local probes in areas that need something more accurate

uncut osprey
azure tiger
#

The scene always has one global reflection probe that's captured just from the sky material

#

It can be used alternatively from a separate "global" reflection probe component, but makes no difference for the resulting visuals

#

If a global probe is not accurate enough for a particular room, a local probe with a higher priority and the bounding box covering just that room would improve it
With local per room probes you can also utilize box projection for even more accuracy

#

If lighting changes drastically in a room, a baked reflection probe would not be accurate
If too inaccurate you could consider a realtime probe (typically updated only when necessary) or multiple baked probes you swap between to match the changing lighting conditions

uncut osprey
#

Oh I see, there is some rooms has lights that changing by time. I will put realtime reflection probes and baked lightmap swapping system in that room and the rest of the facility will be captured by a baked reflection probe. Is there a problem if their capture boxes overlap?

#

I think you mentioned it by "higher priority"

azure tiger
#

Realtime reflection probes are really expensive so you would use them as a last resort

#

Even if not updated every frame they can be a bit prohibitive, but depends on performance conditions

#

Your first option would be to use a baked probe but exclude any dynamic lights from the bake
Likely realtime direct reflections from the dynamic lights combined with baked reflections from static light sources will look good enough

uncut osprey
azure tiger
#

But then there will be no indirect reflections from objects lit by your direct light sources

azure tiger
#

That's usually not a problem but with fully metallic materials that means they can be much darker than expected if the room has no static lights to get indirect reflections from, as metals are only lit by specular reflections

#

It sounds more complicated than it is, as long as you understand the difference of diffuse and specular reflections, and realtime versus baked probe reflections

#

If you have metals and mostly dynamic lighting, you could still use a baked probe for reflections to prevent the metals from looking totally black outside of direct light, but then there's a bit of a sheen to everything even when it's supposed to be dark

#

Most often games go with the latter option

uncut osprey
uncut osprey
#

and this is after :D

#

I think I am missing something

#

lights are set to static, objects are set to contribute gi, light settings set to baked

#

what is the problem?

#

It it getting more complicated

#

As you see in the console log it says there is lots of light shadows so I changed light sources to baked mode but now it looks trash after I bake reflection probes.

azure tiger
#

I think the difference of before and after is mostly that you now are using baked lights instead of realtime in general, not so much about the reflection probes specifically

uncut osprey
#

Actually the room with electronic devices had lights that always baked I did not changed their mode

#

And also elevator still looks good actually getting better after bake

uncut osprey
uncut osprey
#

Okay so I realized that meshes in the facility has generate ligthmap uv toggle off

#

I set it on and it get better but still not enough as pre-baked

#

elevator pre-baked

#

elevator baked

azure tiger
# uncut osprey elevator baked

Now this looks more like the expected difference of realtime vs baked lighting
But yet without accurate specular from reflection probes

uncut osprey
#

It is a script that provides light source storage for reflection probes

azure tiger
#

They're objects, typically just meshes with an emissive material to represent the light source that is only visible to the reflection probe

#

Scripts can be used to place them automatically but they're not strictly necessary