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Is there anyway to fix the reflection probe?

Discussion in 'General Graphics' started by LightStriker, Jun 8, 2015.

  1. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,716
    I just discover that the reflection probe display a weird issue; the normal of a mesh doesn't appear to sample the right pixel off the reflection. Here's a simple scene with a sphere on top of a plane, with a probe right in the middle of the sphere;



    It looks alright, but if you go on top-down view;



    You can see the ground in the sphere, which is obviously wrong. From this point of view, only the sky should be visible reflecting off the sphere. Even looking at the probe gizmo shows this error of mapping.

    I've tried all the setting I could think of or get access to, and I can't seem to fix this. For some reason, Unity appear to map the reflection probe as being a cube/box made from 6 render, but it looks like it's using a sphere algo to sample the reflection pixels from the surface normals.

    Is there any way to make it work properly?
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    I just played around with this last night also. Doesn't moving it up Y direction resolve the error?
     
  3. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,716
    Wouldn't that make the reflection invalid for the sphere? I put the probe in the middle of the sphere specifically to get a proper reflection for it.
     
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Dont know. I was using a little bit more complex object - and it didnt seem to have negative effects. Im 1 day into reflection probes though so Im only going on less than 4 hours experience. :)
     
  5. akiraddd

    akiraddd

    Joined:
    Jan 9, 2015
    Posts:
    8
    Actually, if you were looking straight down on a chrome sphere, you would see the ground in the reflection.