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Rotated reflection probes

Discussion in 'General Graphics' started by AndersMalmgren, Dec 17, 2017.

  1. AndersMalmgren

    AndersMalmgren

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    I have a exterior scene with buildings with interiors. How am I supposed to get good reflection inside the buidlings when the cube does not roate with the building?

    upload_2017-12-17_21-43-10.png

    Even worse anything outside will be reflected by the completely wrong indoor reflection probe.

    What am I missing here?
     
  2. Ostwind

    Ostwind

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  3. AndersMalmgren

    AndersMalmgren

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    I did a quick test, placed a outside object inside the indoor probe.
    This is the result
    upload_2017-12-17_21-51-1.png
    To be honest not even the outside walls of the building should use the indoor reflection probe


    Here is teh same scene with the indoor probe turned off
    upload_2017-12-17_21-50-48.png
     
  4. AndersMalmgren

    AndersMalmgren

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    So you need to use a world oriented in 90 degrees as of now?
     
  5. Martin_H

    Martin_H

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    As a workaround maybe the indoor reflection probe could be activated with a trigger when you actually enter the building and deactivated when you leave?
     
  6. hippocoder

    hippocoder

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    Hi I removed your inflammatory title and moved the thread so it can get some decent input.
     
  7. AcidArrow

    AcidArrow

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    The answer is to not rely on box projection so much, use anchor overrides to make the exterior stuff use another probe and use SSR for contact reflections.
     
    theANMATOR2b likes this.
  8. AndersMalmgren

    AndersMalmgren

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    Thanks, you have any resources for this I can read up on?
     
  9. AndersMalmgren

    AndersMalmgren

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    I could not believe my eyes that this did not just work. So a bit angry title yeah. Sorry.
    It must be a very common use case that you have exterior with buildings with interior. I mean heck. It doesnt even need to be intior. Stuff in the shade also needs their own probe to look good
     
  10. AcidArrow

    AcidArrow

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    No, I'm sorry, I generally only use the manual and read the forums, so I don't know anything to suggest really.

    Read the manual on the mesh renderer (which has "anchor override"), read the manual about the reflection probes and for SSR try the post processing stack : https://github.com/Unity-Technologies/PostProcessing
     
  11. hippocoder

    hippocoder

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    The concept was you'd have probes that cover large bounds and smaller probes inside that for more local information and in deferred these probes are blended together so with a bit of fiddling you'd generally get something decent.

    Unfortunately with forward it doesn't quite work out like that and also for diagonal or circular indoor structures with thin walls. For edge cases like that have to do fiddling and rule breaking and messing about until it doesn't look offensive, basically.

    That's my experience of them anyway. Probably best to rely on not having a probe there and using something like SSRR or a custom probe with the least offensive generic look.

    My verdict is their implementation "could be better".
     
  12. AndersMalmgren

    AndersMalmgren

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    I wouldnt call this a edge case. Any game with both exterior and interior will have this problem. :/

    I'm using the PBR workflow and it looks like S*** with the wrong reflection info. Oh well, will need to read up on SSRR, its a competly new term for me
     
  13. AndersMalmgren

    AndersMalmgren

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    "screen space ray-traced reflections"

    Ok, so forgot to mention, this is a VR game, we need to run everything baked to be able to hit 90 FPS
     
  14. AndersMalmgren

    AndersMalmgren

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    Also it seems SSR is only available in deferred rendering, we are on forward (again VR)

     
    Martin_H likes this.
  15. Zomby138

    Zomby138

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    I'm right there with you Anders. I honestly can't believe it's been like this for so long.

    Every time there's a new version I look though the release notes for something about rotating reflection probes, or custom volumes of influence. And there's nothing, ever. It's been years!

    It's really not an edge case. You run into the problem all the time. The lighting inside a building can be extremely dark, very different from what's outside.

    :(
     
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  16. AndersMalmgren

    AndersMalmgren

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    Its a bit crazy actually. It does not even need to be interiors, it can be a object in the shade. If its just a tad reflective it will need a custom probe that spans the shaded area
     
  17. AndersMalmgren

    AndersMalmgren

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    Just look at our interiors without a interior probe, it looks like crap
    Even the interior wall to the left in this pic shouldnt be affected by the exterior probe

     
    Archviz3d and Martin_H like this.
  18. Rich_A

    Rich_A

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    Any updates/confirmation that Reflection Probes can be rotated in LWRP/HDRP?

    Even a reflection cylinder and sphere would be useful (Unreal supports reflection spheres and boxes, not sure if the boxes can be rotated though.
     
  19. hippocoder

    hippocoder

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    Yeah sure can be rotated fine in HDRP. It would be worrying not since Seb Lagarde kind of pioneered the best way to do these in Remember Me.
     
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