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Reflection probes problem

Discussion in 'General Graphics' started by newGuyInThat, Sep 10, 2016.

  1. newGuyInThat

    newGuyInThat

    Joined:
    Oct 21, 2015
    Posts:
    43
    Hello i have created a day-night cycle script, and in day it's ok, but in the night the models are visible:
    https://snag.gy/DFQLn6.jpg
    That's annoying, i think that problem is because i have not setted option to generate reflection probes in runtime, is there any way to switch it?

    Thanks!
     
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    10,936
    I'm not seeing anything resembling reflection probes here.
     
  3. newGuyInThat

    newGuyInThat

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    Oct 21, 2015
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    So, what could be the problem?
     
  4. _GimbalLock_

    _GimbalLock_

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    Feb 26, 2013
    Posts:
    137
    Are you baking either light maps or light probes during the daytime setting. In either that could cause what you're seeing as you update the lighting in your scene.
     
  5. newGuyInThat

    newGuyInThat

    Joined:
    Oct 21, 2015
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    I dont understand, how to check that?
     
  6. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
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    Read up a bit on lighting from the link below.

    https://docs.unity3d.com/Manual/GIIntro.html

    Since your not familiar with it this may not be the problem. But wouldn't hurt to read up, may help you stumble upon a solution.
     
  7. newGuyInThat

    newGuyInThat

    Joined:
    Oct 21, 2015
    Posts:
    43
    But i see that is reflection probes problem, when i rotate sun before game starts every model rendering is ok, but i have script that rotates sun to create day night cycle and unity dont refreshing reflection probes at the runtime.
     
    Last edited: Sep 10, 2016
  8. _GimbalLock_

    _GimbalLock_

    Joined:
    Feb 26, 2013
    Posts:
    137
    Well there is a difference between a reflection probe and light probe. The light probes capture your scene light values where each probe is and blends light values between them on game objects. Reflection probes capture information of the game objects around the probe to use for reflections.

    In the lighting setting you can control baking for probes or disable them. If you ARE Baking light probes then changing the lighting at run time this is a problem. Baking assume lighting in a scene will be static. That's the whole point of baking. Save processing power by just storing light values in maps.

    If you want full real time lighting you don't want to bake to light maps or light probes. There might be a way to bake a daytime & nighttime lighting setup. Then as your script runs switch and blend between them. But I've never explored that route before.
     
    theANMATOR2b likes this.