Indoor Dynamic Environment Maps Beta

I think you have to use PBR to get it working, I’ll test it right now.

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How do you do that looks so cool

All I did was turn specular in lighting to 1, and place a ball with reflections set to 1. It seems like it is a bit buggy though, because it isn’t working for some people.

It’s a good start. The maps are still relatively low quality, especially when using it on larger parts. I will stick to using the old tricks for now. :slight_smile:

New tech (not PBR, will try soon):

Old tech (old tricks to fake reflections):

I definitely agree with posters before that there should be an option to set where the cubemap is being rendered from, because as you can see in the first picture it doesn’t appear to be rendering from where the part is. It’s a good start.

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It doesn’t work for me :pensive:

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Yeah it took me a while to get it to work too, but I just loaded in the Castle template, set lighting to future, set specular to 1, and placed in a ball with maximum reflectiveness. It seems to work fine, especially with this template.

Nice one, roblox.

Literally all I did was put reflectance to 999999988484154753734934528

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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.

https://gyazo.com/8d300b256d39c3449f93ad43f0a1dd3a

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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.

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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.

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What reflectance do you have to set it to to make it reflect?

Brightness 100, turned global shadows on and off. Works?

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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.

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Update: I tried it.
I set it to max graphics and set the required lighting configuration
All I got was this:
My results
Attempt2.PNG

if the problem is performance, why not make graphical options for these reflections?

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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)

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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?

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How do I import it into roblox studio?