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Reflection Probe in interior shouldn't render objects with sky's radiance applied #17868

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Ryptun opened this issue Mar 30, 2018 · 4 comments
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@Ryptun
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Ryptun commented Mar 30, 2018

I created that simple interior to show the problem
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List of objects in scene:

  • This room (white)
  • cube (green)
  • plastic sphere (slightly red (on left))
  • metalic sphere (slightly red (on right))
  • point light (white)
  • reflection probe with interior on (and black ambient occlusion)
  • world environment node with blue sky

As you can see sky is the only one object that can make anything in this scene blue.
In this closed room you can see blue reflection in sphere anyway
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Reflection Probe is applying sky's radiance on objects while creating his own radiance cubemap - in my opinion it should use probe's ambient color as radiance while interior is on

In my opinion this room should look like this
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To achieve this I had to set sky color to black

@ghost ghost added this to the 3.1 milestone Apr 3, 2018
@DEF7
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DEF7 commented Apr 8, 2018

I'm trying to make sense of what you're saying, because it looks like you just need to tweak the material on your sphere. When I turn on 'interior' it doesn't blend the sky with the reflection map at all, using 3.0.2.

Although, disabling interior, it will show if I have an environment map sky, but not if I set a custom color for the sky.

@Ryptun
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Ryptun commented Apr 8, 2018

@DEF7 Problem is that the sky's ambient color is already included in reflection map. It renders this same cubemap no matter if you select interior or not. Reflection probe in interior should use some kind of it's own Environment for rendering that cubemap.
And it doesn't depends on material. Materials should work no matter where they are

@reduz
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reduz commented Sep 7, 2018

This is what interior is for, is it not working?

@reduz reduz self-assigned this Sep 7, 2018
@Ryptun
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Ryptun commented Sep 15, 2018

This is what interior is for, is it not working?

Screens were made with interior setting on. The problem lies in how this node is creating cubemap image - it just applies the lightning from environment. Other example here - this time with no light sources, metallic sphere shows how the cubemap image looks like.
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4 participants