#Reflection probes not reflecting transparent materials correctly
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Looks like the issue is primarily reflective materials rather than transparent
I assume the pure white is the environmental sky that's used as a fallback reflection
Baking just the reflection probe a couple of extra times might allow the previous bakes to be reflected recursively on shiny objects
actually i have turned off sky. i wanted indoor lighting. sky is black
wdym? stacking multiple bakes on top ?
Yes basically
I don't remember if there's some more automated way of dealing with recursive reflection, but in my experience baking the probe just captures the environment as it is, with whatever default reflections there are
The next time the objects are reflecting what you just baked, and so on
You should only need to bake the reflection probes for that, not all lighting
But I do wonder why there's this bright corner
is this a feature
whatever it is it is something screen space
Usually I expect to see that when SSR cuts out out
As it reflects the gbuffer when it can, and when it can't it'll fall back to the reflection probe
It shouldn't occur with refleciton probes
SSAO can also cause this?
Confirmed that it is off from global settings or overridden to off from a scene profile, not just "not activated" from a scene override?
It also has screen space edge fading, but I don't see how it could appear like that
Could try overriding that off to check anyway
oh no its on there
let me turn it off