Hi,
I can't get a good effect with reflection probes.
I'm doing an underground station in Unity 5. It's a big place, so for this reason I need many probes. I split the platform to three meshes, so they get the nearest probe. Unity mixes probes - a single object gets a single "mix", according to object's pivot. It causes problems.
What are the possible solutions for such interiors?
Replies
If you don't want to switch to SSR try instead introducing interruptions into your platform, pillar and floor runners that create visual gaps to hide the seams in the reflection.
I can't use SSRs now (U5 doesn't support them natively. Maybe Candela would be necessary). It's a great advice anyway! it would really be the solution that's independent of mesh continuity, which causes my problem.
Hiding the divisions with cleverly placed model elements is also a nice idea.
Many walls are separate objects (instead of huge modules). That means they have unique pivots, catching reflections properly.
Sun Temple
Reflections
Probe layout in Reflections https://docs.unrealengine.com/latest/INT/Resources/Showcases/Reflections/index.html