As we can clearly see, the automated system is f l a w l e s s and results in p e r f e c t results. No need for developer intervention.
All of this could have been avoided by using screen space effects. I’d rather have a portion of shadows missing than jumping around like a child in an elevator.
Agreed. SSR produces better looking results in my opinion, with the tradeoff being that unrendered objects don’t appear in the reflection.
I’d rather have the better visual quality, to be honest. At the very least, Roblox should give us the option to choose between the two on a per-level basis. Some will look better with SSR, some better with the environment maps.
What reflectance do you have to set it to to make it reflect?
I was able to get basically a mirror by using a PBR material with 100% metalness and 0% roughness and the following lighting settings:
Brightness doesn’t need to be 100.
Update: I tried it.
I set it to max graphics and set the required lighting configuration
All I got was this:
My results
if the problem is performance, why not make graphical options for these reflections?
I have some gold material sitting around, its worth a try. Edit: Not the shiniest metal, but way better at lower lighting than shiny plastic. The green speck is a tree outside.
Could you make the sphere a model? So I could try it out for myself? Thanks!
Sure, not sure if the PBR maps have passed through moderation yet though.
shiny_sphere.rbxm (14.2 KB)
Great to hear this is becoming a thing - very exciting! I would like to clarify though - Is this a typical reflection probes system like I’ve requested in the past, but with automatic placement instead of manual placement? That sounds pretty amazing.
My number one burning question is: will developers have the tools needed to correct this system, should the algorithm fail for their particular map? I,e. Will manual placement of these probes be an option should the developer be unhappy with how roblox’s algorithm has chosen to place these probes?
How do I import it into roblox studio?
It doesn’t appear in the beta settings at all.
EDIT: found a fix for this, simply disable safe studio updates. i don’t know why it disables this thing specifically.
Not bad! I messed around with this a bit and this is what I came up with. Keep up the great work Roblox!
Are there any known issues with MeshParts being the walls for the room? Such that inside the room is inside of the meshpart’s bounding box, as the meshpart contains all 4 sides of the room as one object?
All we’re seeing is the exterior skybox reflected at the moment.
For those who can’t get it to work, a metallic PBR material seems to work better than just a reflective part. The ceiling also needs to be a few studs thick for the cube map to render correctly.
Multiple parts seem to work as well as I just removed the roof from one of the template houses here.
My walls are constructed like that (1 mesh all 4 walls), and I eventually got the mirror to work.
This is the update I’ve always dreamed of! This is AMAZING!!!
This topic is finally now solved!!
As @Scottifly mentioned. Will this take up a lot of CPU?
Had a lot of trouble getting it to work. Restarted multiple times and then it magically started working.
This is obviously insane overkill but it’s pretty cool in motion.