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3.7 lighprobe reflection cube map – HDRI reflection

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

Viewing 7 posts - 16 through 22 (of 22 total)
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  • #41928

    Spheres in Blender not connected with baked cubemaps in Verge3D. You event may nor bake cubemaps in Blender to get baked cubemaps in Verge3D. Verge3D bake it’s own cubemaps you just need to place somewhere Cubemap lightprobe. You need to bake it in Blender just for preview.

    Co-founder and lead graphics specialist at Soft8Soft.

    #41933
    xeon
    Customer

    That’s interesting. Now we know the implementation of Verge3D reflection cubemaps DO NOT behave or mimic those in Blender. So the issues that have been found are unique to Verge 3D. Are there any plans to fix the reflection cubemaps in Verge3d so they work in the same manner as they do in Blender? The added reflection of the environment maps makes it unusable in most situations involving highly reflective materials.

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

    #41935
    xeon
    Customer

    Another test….
    Add a cube with 100 metalness, 0 roughness to the Global Illumination scene. Do not add an additional reflection cube map.

    Open the scene in Verge3d. You find the reflection of the chrome lamp in the cube. It does not show the reflection of the room, it shows the reflection of the environmental map.

    In addition, because we did not add an additional reflection cube map the mirrored cube shows up in reflection within the cube. But its reflection is just also the environment map.

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

    #41938

    Open the scene in Verge3d. You find the reflection of the chrome lamp in the cube. It does not show the reflection of the room, it shows the reflection of the environmental map.

    Yes, as I’ve already said: cubemaps baked using main environment map. If you remove all lightprobes from the scene and clear cash but leave environment map and export it to Verge3D you will see room how it will be baked to lightprobe cubemap when you will add them. In blender you will see black. We now about that. That’s how it works.

    Co-founder and lead graphics specialist at Soft8Soft.

    #41939
    xeon
    Customer

    I think we have a slight communication problem. I understand that the cubemaps in Verge are baked with the environmental map. I understand that if you remove the light probes from the scene and delete the lighting cache you will generate a map that we will see in the reflections when we export our scene to Verge3d. This is the problem.
    How do we stop this from happening?

    And yes…when I add the cubemaps back into blender….I do see black when I replace the reflection cubes. Its a quick way for me to know what objects are going to have problems. The only solution is to not make them reflective….so then what is the point of a reflection cubemap?

    My question is…will you be addressing this at some point or are you considering this the final solution.

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

    #41956

    My question is…will you be addressing this at some point or are you considering this the final solution.

    We’ll look may be we can do something, but I can’t promise anything.

    Co-founder and lead graphics specialist at Soft8Soft.

    #41972
    xeon
    Customer

    I know you have lots of things on your schedule to do and all of them are greatly appreciated. Fingers crossed this makes it. Thank you for all your help.

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

Viewing 7 posts - 16 through 22 (of 22 total)
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