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Reflection probes Importance issue

Discussion in 'Global Illumination' started by DuvE, Jun 25, 2017.

  1. DuvE

    DuvE

    Joined:
    May 22, 2016
    Posts:
    160
    Hi, I have a medium sized level with many objects, and I want to set default reflection probe for an entire area. So, I created reflection probe which covers all meshes in my level and set Importance to 0. Then I created smaller reflection probes with Importance of 1. But default reflection probe still blending to smaller ones (90% small probe and 10% default probe for example). But, according to documentation, they shouldn't.

    PS: I have deferred rendered with deferred reflection turned off. So probes can affect entire game objects instead of pixels. I chose this because of a circular design of a level. And box-shaped deferred reflections don't look good.
     
    Last edited: Jun 25, 2017
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,011
    I think that's the issue though.

    But if you want certain items to reflect something different, why don't you do the Anchor override and set it to the reflection probe?
     
  3. DuvE

    DuvE

    Joined:
    May 22, 2016
    Posts:
    160
    Anchor override only works in Forward rendering or with deferred reflection turned off (like in my case). Sure I can use Anchor override for all items in the level, but it's so wrong workflow I think. Especially when I want to instantiate many objects.
     
  4. Roiw

    Roiw

    Joined:
    Jan 15, 2013
    Posts:
    23
    I don't know if this is a similar problem to what you have but on my project I have this two reflection probes that are affecting different areas The one circle in blue is reflecting on the window that it's outside its boundaries.