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Showing results for tags 'probe'.
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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...) https://www.babylonjs-playground.com/#AZA2CG#1 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,
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