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Found 3 results

  1. Hi all! Is it possible to define a bounding box size on a reflection probe ? Here a screen record in Unity3D, to show what I'm talking about: (another quick record with a simplier scene) By tweaking the probe cage as the same size of the room walls, I get kind of realtime effect just by using a probe (box projection need to be checked): I don't know technical logic behind this functionnality, maybe this bounding box option looks like an abstract cube mesh where is applied the cubemap as a texture, and materials using this probe reflect this cube inverted ? No idea
  2. Hi everyone, I'm facing some issues with the use of ReflectionProbe, may I please request some help ? Here's the use case : Some object is in a room with walls and windows, and I'd like the walls and windows to reflect on the objet. So I add a probe at the object's position, push the walls and windows in the probe renderList. And it works pretty well ! (here, the cube is the object, the balls are the walls and windows...) But in some cases (like in the linked playground), there's some long and synchronous computation when it needs to call ConvertCubeMapTextureToSphericalPolynomial. I think it's correlated to the type of the Material I'm applying the probe texture on... Is there a workaround to avoid this computation ? (beside reducing the texture size ?). On a side note, I have very little knowledge about the concepts of light harmonics, but why does this computation only happens once if the probe is updated each frame ? In advance, thanks a lot for your inputs ! Have a nice day,
  3. Hi all ! My scene is an apartment, and i want one cubemap for each room. I could generate it with precalculated render engine (vray, cycles, etc) but it force to reset & redo all materials of the scene, just for 6 texture generation... So i think it's easier to generate cubemap once during application launch. I suppose i just have to create one probe per room, on their center, with their refresh rate set to once ; plus its allow to regenerate on demand if the user make change on material settings (change wood floor to tiles for example). Here are my questions : how can i easily push all the scene during the generation, in each probes ? it is possible to push meshes which already use the probe on their reflection texture (is this will generate conflict) ? Thanks