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Problem with bad reflection

Discussion in 'Global Illumination' started by MDADigital, Mar 11, 2021.

  1. MDADigital

    MDADigital

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    So I have had this problem for a long time in this scene. Its always been irritating me. We have posted threads on it before, but didnt get any respone. I cant for the life of me understand why we get so flat and boring reflection in this part of a scene.

    upload_2021-3-11_21-16-33.png


    This place is baked lights only so no specular lighting but still reflection probes usually mitigate some of that

    The probe in this section

    upload_2021-3-11_21-19-39.png

    its not the prop it looks fine in other spots (here with mixed mode directional light)
    upload_2021-3-11_21-20-36.png
     
  2. MDADigital

    MDADigital

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    Could it be related to lightprobes?

    upload_2021-3-11_21-30-42.png
     
  3. kristijonas_unity

    kristijonas_unity

    Unity Technologies

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    If you are using the Standard shader, have you verified that your textures are authored in accordance to PBR standards? You can also use the in-built material validator to verify this.

    Judging from your screenshots, the problem is most likely related to reflection probes. In your instance, they seem to be a little bit too dark. This problem will be exacerbated if you rely entirely on baked lighting. Realtime lighting provides with realtime specular response, which is very important for metallic materials.

    You try one of the following:
    • Switch to mixed lighting lights, if your project allows.
    • Increase light intensity in the affected room.
    • Try using the Anchor Override option in the Mesh Renderer component to override which reflection probe your weapon samples.
    • Write a custom shader which uses custom cubemap.
    I hope this helps.
     
  4. MDADigital

    MDADigital

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    Thanks for reply. Here is the validation

    upload_2021-3-15_14-58-17.png

    upload_2021-3-15_14-58-39.png

    Any PBR object looks bad in this spot

    upload_2021-3-15_14-59-32.png

    upload_2021-3-15_15-0-28.png


    upload_2021-3-15_15-0-37.png

    Here is example were it looks better also baked lighting no mixed mode (continue next post)
     
  5. MDADigital

    MDADigital

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  6. kristijonas_unity

    kristijonas_unity

    Unity Technologies

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    You will need to adjust your albedo textures. As you can see from the PBR validation view, your materials are far too dark. Please keep in mind that the validation view does not take scene lighting into account: it simply validates the materials.

    I would suggest looking at this guide from Marmoset on PBR texture conversion for guidance: https://marmoset.co/posts/pbr-texture-conversion/

    Also, if you use Substance Designer, they have a dedicated node for PBR validation: https://docs.substance3d.com/sddoc/pbr-basecolor-metallic-validate-159451051.html
     
  7. MDADigital

    MDADigital

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    All assets are from well known artists and validated by your asset store. Wouldn't the problem be everywhere for everybody if that's the case?
     
  8. MDADigital

    MDADigital

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    It seems most of our items does not validate

    upload_2021-3-15_16-14-38.png

    This one has certain parts that validates

    upload_2021-3-15_16-14-59.png


    Still looks awful in the problem area

    upload_2021-3-15_16-16-0.png
     
  9. MDADigital

    MDADigital

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    The reflection probe does notr include the floor for some reason

    upload_2021-3-15_17-59-34.png
     
  10. MDADigital

    MDADigital

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    Haha, lol, never base yoru scenes on the asset demo scene. They had unticked reflection static to the floor. But it only solves soem of the problem

    The maps are still very wierd looking
    upload_2021-3-15_18-7-31.png

    upload_2021-3-15_18-8-15.png