Bunny

Reflection Probes:  A Video's Worth a Thousand Words

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Technically this should be a Feb24th blog entry because it's just past midnight but fuck it, we ball.

I keep rambling at people about how reflection probes are so good at setting the light-vibe of a scene.  But how about I show you.

Take a gander at this video:

Sorry for the mess that is the Audio.  I didn't think OBS would be picking up me watching Salty Bet and the parcel audio that was tuned into nectarine demoscene radio.  Sooooo two audio streams playing at once yay!

Anyway that's a single windlight.  There's a ton of reflection probes in this scene.  They are replacing the ambient light with their probed light data.  You can see the transitions as I walk through doorways (You can actually see this in other games too.  In Final Fantasy XIV go to gridiania's market stalls and move between the 3 chambers that make them up and watch what happens to the lighting on your character as you walk through the doorways real closely.)

Each of the rooms has different light levels and therefore has different levels of ambient light thanks to the various probes.  This isn't done by any settings on the probe beyond setting its ambient to "1.0".  The rest is driven by simply how well lit the walls are in any given scene.  The end result as the lighting on my avatar looks very natural regardless of how the light levels are.

You can see a bright patch where there's a small bit of unprobed territory in the door leading to the kitchen.  I patched it after the video but I didn't reshoot the video after patching it because I'M FUCKING LAZY.  But that bright patch is what you'd get in much more intense light without a probe that doesn't jive with the light levels being tossed in the room.

Rather then give instructions on how to set up reflection probes, someone else gave much better instructions then I could ever give.  So go read that.  A lot of what I know about reflection probe technique and playcement I picked up from that document.  It was eye opening.