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3.7 lighprobe reflection cube map – HDRI reflection

Home Forums Graphics / Blender 3.7 lighprobe reflection cube map – HDRI reflection

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  • #41654
    xeon
    Customer

    I have a very simple test scene I am using to figure out how best use the lightprobe reflection cubemap in Verge3d 3.7.

    Scene attached.

    What I seem to be getting is a reflection of the HDR image when it should not be there. Sneakpeak displays the scene as I would expect. The puzzle viewer and subsequent HTML views do not.

    The green cube and plane at the bottom of the room have a metallic material…these are for puzzle SSR on single faces vs 3d objects. The post-process puzzle for this has been disabled to keep things simple.

    So outcome we have….strange hdri refleciton.
    Outcome we need….no reflection of HDRI.

    Any help would be greatly appreciated.

    One last note…I have tried manipulating the clipping start/end, fall off etc. to achieve a better result…if there is a combination that works, I haven’t found it.

    Any suggestions would be greatly appreciated. Thank you.

    Attachments:
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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41667

    You have not include blend file (in fact it has default verge3D engine) so we can’t compare sneak peak with gltf export result.

    Co-founder and lead graphics specialist at Soft8Soft.

    #41754
    xeon
    Customer

    attempt 2

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41756
    xeon
    Customer

    blend file attached – apparently it wont allow me to attache a blend file as a zip. will provide different link shortly.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41760
    xeon
    Customer

    Linke to blend file:
    https://www.dropbox.com/s/dtw9j5n3qiczwy7/blend.zip?dl=0

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41769

    Sorry can’t find much difference, may be just little bit brighter.

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    Co-founder and lead graphics specialist at Soft8Soft.

    #41802
    xeon
    Customer

    Hi Mikhail, thank you for looking into this.

    There are a total of two issues that I am having with the scene.
    1. Even if I remove the window the background HDR image can be seen in the reflection in the sphere.
    2. The sphere does not appear in the reflection in either the green plane or the green rectangle beneath it although they are within the light probe and reflecting the room and the cube above the sphere.

    I was able to resolve the differences between sneakpeak and the App Manager view by creating a new project and just starting over.

    If you are willing to try….change out the HDR background to something with heavy contrast on the floor/bottom of the HDR image. The image that is reflecting in the cube is that area of the HDR.

    To further simplify the project I filled the window with two faces, validated the normals were properly flipped and retested the project.

    I am running this on a mac.
    MacPro 2019
    3.2 Ghz 16-core
    192 GB RAM
    AMD Radeon Pro Vega II Duo 32 GB

    Giving you this in case you are running this on a PC.

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41827

    This behavior was made to avoid black materials when the material has only reflection. In Blender it will be pure black.

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    Co-founder and lead graphics specialist at Soft8Soft.

    #41843
    xeon
    Customer

    Yes, I agree…that if you have black in blender and its not clipping interference then the black is a pure reflection.

    In your two screen shots the green reflected cube at the bottom of each is different. This is what I am interested in fixing. Screenshot_4-2.png is what we get in Blender and Screenshot_3-2.png is what we get from that same scene in Verge.

    The difference is that in the Verge3d image you can see the 4 white squares of the ceiling of the environment texture. Those white squares do not exist in side the box…but of you zoom outside the box and look at the environment above it you will find those white boxes.

    So how is this happening? The green boxes in both blender and in verge are not displaying the reflection of the environment ceiling but the reflection in the sphere of the green box an plane are showing the ceiling.

    This should not be happening.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41854

    I can see them inside the box, if I disable cubemap, this result will be baked by the engine and then will be seen as a reflection.

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    Co-founder and lead graphics specialist at Soft8Soft.

    #41876
    xeon
    Customer

    Ok..
    I am trying to wrap my head around what you are stating. I am sure it’s true…just not making sense to me and hoping you can help.

    If I delete the cubemap and lighting cache you can see the environmental lights in the green cube and plane as you indicate. This is why a light probe is required. It gets rid of the environmental reflection problem.
    The only things you should see as reflections in this scene are the walls, the sphere, the cubes, plane, and the environment map as seen through the window.

    If I bake the cubemap I do not see the environmental lighting in the green cube, plane or the reflection in the sphere when viewing in Blender Display Render Preview or in a rendered image. Blender produces the desired result.

    When we take the scene then go Verge3d Sneak Peak there are no environmental reflections in the green cube or plane…but there are environmental reflections in the sphere….creating a reflection as if I did not have a Reflection Cube.

    From this it almost sounds like the reflection of the environment within the sphere is not taking into account the reflection cubemap. It appears to somehow calculate before the reflection cubemap or just ignoring it.

    At least that what it seems to me.

    From what you are saying…the reflection is calculated before the cubemap and that’s just the way it is…thus all reflections using lightprobe will have the environment map as part of the reflection. Am I understanding that correctly?

    After viewing the Global Illumination demo file…the issue is not found. I quickly deleted the faux background and recreated the cubemaps and still, I can’t recreate the issue that I am having in the simple box.

    However, there is a noticeable setup difference in the cube maps. See attached image. There are what appears to be Reflection Cube Map Spheres that have the map applied to them. They are not selectable but do show what the map looks like. If I add another reflection cube, it will also generate the sphere. However, a new project will not generate these spheres. Since the problem does not appear in this scene and these spheres do not appear in my test project I am wondering if these spheres are part of the solution. Do you know how these spheres are activated? I would like to try them in my simple cube test and see what happens.

    Also in Global Illumination file under Scene Properties, there is a custom property set of oscurart that is not a part of 2.93 shipped addons but was wondering if that was causing the sphere?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41878
    xeon
    Customer

    forgot to attach the image with the strange spheres that are apart of the reflection cube.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41879
    xeon
    Customer

    ok..its not me…its this site…didnt’ like a 3.3Mb JPG…so here is a small one..fingers crossed.

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #41909

    Cubemap baked directly from what you see on a scene with specular reflection, lighting, shadows etc. In the Global Illumination scene you can’t see reflection because most of material has big roughness.

    Co-founder and lead graphics specialist at Soft8Soft.

    #41925
    xeon
    Customer

    Yes…thats how it seems the scene avoids these issues. But the perfectly reflective spheres that appear in Blender that are not rendered…have perfect reflection maps.

    1. How do I activate, deactivate or manipulate those strange spheres?
    2. How are the spheres generated? What setting in blender is causing it?

    Thank you

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

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