Search Unity

Using reflection probes in outdoor scenes

Discussion in 'General Graphics' started by ManuelAGC, Sep 1, 2018.

  1. ManuelAGC

    ManuelAGC

    Joined:
    Jun 13, 2018
    Posts:
    2
    Hi everybody. I don't have much experience working with reflection probe and I really think that the way I am approaching my scene must be wrong. I have this arena map for a multiplayer game and I am basically adding reflection probes to cover the whole map,indoors and outdoors. It feels extremely awkward to place and re-size the boxes to fit the map areas. The player has metallic weapons and I would like to achieve good-looking reflections, that is why I am covering the whole map.

    Capture here:
    https://ibb.co/jEKSqK

    I have watched some tutorials of people using several reflection probes to cover corridors and stuff like that but I haven't found anything that helps me address my problem. What is the proper use of reflection probes in these cases?

    I am aware of all the cubemaps generated by the reflections probes, I do not know if it would be better (performance-wise) to parent a real time reflection probe to the player (I have no clue if this is possible or if it would work properly)