There’s some sparse discussions about this, and I want to get news - the last thread was from last year. You guys wrote this section that covers Reflection Actors:
But there’s this worrying rule:
The first step toward having good reflections is setting up diffuse lighting, including indirect lighting through lightmaps.
Reading through the whole article I get the impression these reflection probes are only meant to work in conjunction with Lightmass; am I right? Can’t I just use them as in Fox Engine/CryEngine?
This thread is a copy of this one, but I want to get new information about what you talked about there. Is the r.DiffuseFromCaptures command still doing the same thing? Did you develop more on that? Is it going to be overwritten by some form of realtime GI?
Last, how could I get reflections from these same probes? As far as I remember, CryEngine also uses these same cubemaps to apply reflections on materials - not surpassing the roughness layer. I tried to make a hack using the Scene Capture, but as you need to feed the cubemap directly to the material there’s no way for it to be affected by the roughness.
In short I’m looking for a way to show GI in a dynamic level, updating once when a light changes, and also use the cubemaps for reflections - just like what these two engines do. I need cubemap reflections too because SSR don’t work with perpendicular planes, obviously.