Reflections using Voxel lighting

This uses ViewportFrames.

check this masking guide out: ViewportFrame Masking

In order for this to be performant efficient we have to do a little bit of distance checking, since even though it’s only rendered through a ViewportFrame there will be lag if you are trying to mirror a lot of objects.

(but if you do have a lot of objects don’t distance check one by one, instead do chunks by every for example 100 studs)


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