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@@ -15,7 +15,7 @@ of it with increasing levels of *blur*. This is used to simulate roughness in ma
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While these probes are a very efficient way of storing reflections, they have a few shortcomings:
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While these probes are a very efficient way of storing reflections, they have a few shortcomings:
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* They are efficient to render, but expensive to compute. This leads to a default behavior where they only capture on scene load.
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* They are efficient to render, but expensive to compute. This leads to a default behavior where they only capture on scene load.
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-* They work best for rectangular shaped rooms or places, otherwise the reflections shown are not as faithful (specially when roughness is 0).
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+* They work best for rectangular shaped rooms or places, otherwise the reflections shown are not as faithful (especially when roughness is 0).
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Setting Up
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Setting Up
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----------
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----------
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@@ -24,7 +24,7 @@ Setting up reflection probes is really easy! Just create a ReflectionProbe node,
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.. image:: img/refprobe_setup.png
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.. image:: img/refprobe_setup.png
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-This should result in immediate local reflections. If you are using a Sky texture, reflections are by default blended. with it.
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+This should result in immediate local reflections. If you are using a Sky texture, reflections are by default blended with it.
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By default, on interiors, reflections may appear to not have much consistence. In this scenario, make sure to tick the *"Box Correct"* property.
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By default, on interiors, reflections may appear to not have much consistence. In this scenario, make sure to tick the *"Box Correct"* property.
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@@ -43,7 +43,7 @@ can be displaced to an empty place by moving the handles in the center:
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.. image:: img/refprobe_center_gizmo.png
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.. image:: img/refprobe_center_gizmo.png
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By default, shadow mapping is disabled when rendering probes (only in the rendered image inside the probe, not the actual scene). This is
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By default, shadow mapping is disabled when rendering probes (only in the rendered image inside the probe, not the actual scene). This is
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-a simple way to save on performance and memory. If you really want shadows in the probe, they can be toggled on/of with the *Enable Shadow* setting:
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+a simple way to save on performance and memory. If you really want shadows in the probe, they can be toggled on/off with the *Enable Shadow* setting:
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.. image:: img/refprobe_shadows.png
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.. image:: img/refprobe_shadows.png
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@@ -56,7 +56,7 @@ Interior vs Exterior
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--------------------
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--------------------
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If you are using reflection probes in an interior setting, it is recommended that the **Interior** property is enabled. This makes
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If you are using reflection probes in an interior setting, it is recommended that the **Interior** property is enabled. This makes
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-the probe not render the sky, and also allows custom amibent lighting settings.
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+the probe not render the sky, and also allows custom ambient lighting settings.
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.. image:: img/refprobe_cullmask.png
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.. image:: img/refprobe_cullmask.png
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@@ -72,12 +72,12 @@ Multiple reflection probes can be used and Godot will blend them where they over
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.. image:: img/refprobe_blending.png
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.. image:: img/refprobe_blending.png
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-As you can see, this blending is never perfect (after all, these are box reflections, not real reflections), but these arctifacts
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+As you can see, this blending is never perfect (after all, these are box reflections, not real reflections), but these artifacts
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are only visible when using perfectly mirrored reflections. Normally, scenes have normal mapping and varying levels of roughness which
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are only visible when using perfectly mirrored reflections. Normally, scenes have normal mapping and varying levels of roughness which
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can hide this.
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can hide this.
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Alternatively, Reflection Probes work very well blended together with Screen Space Reflections to solve these problems. Combining them makes local reflections appear
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Alternatively, Reflection Probes work very well blended together with Screen Space Reflections to solve these problems. Combining them makes local reflections appear
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-more faithful, while probes only used as fallback when no screen-sace information is found:
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+more faithful, while probes only used as fallback when no screen-space information is found:
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.. image:: img/refprobe_ssr.png
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.. image:: img/refprobe_ssr.png
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@@ -85,7 +85,7 @@ Finally, blending interior and exterior probes is a recommended approach when ma
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be marked as *exterior* (so it will get sky reflections), while on the inside it can be interior.
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be marked as *exterior* (so it will get sky reflections), while on the inside it can be interior.
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Reflection Atlas
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Reflection Atlas
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------------------
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+----------------
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In the current renderer implementation, all probes are the same size and they are fit into a Reflection Atlas. The size and amount of probes can be
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In the current renderer implementation, all probes are the same size and they are fit into a Reflection Atlas. The size and amount of probes can be
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customized in Project Settings -> Quality -> Reflections
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customized in Project Settings -> Quality -> Reflections
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