Especially during our apartment configurator production, I took a long time on a task: create one reflectionProbe per room, so as to tend to realistic reflections on all objects. But I never ended to get a result, and I didn’t retake time to go deeper into this goal, until now.
So of course I’ve started a playground, using the cornellBox:
https://www.babylonjs-playground.com/#K030U0#6 : here, it’s just the probe helper which get the probe cubemap into its material, other scene materials just use the
But things getting bad when starting to assign this probe into all materials: https://www.babylonjs-playground.com/#K030U0#7
I even try dark & ugly things like that, just to be sure https://www.babylonjs-playground.com/#K030U0#8
The things that make me crying it that in Unity I can get the desired result in not time:
or also into Unreal Engine (which I doesn’t know, but my scene setup seems ok for this test):
So is it me doing something wrong? Or is something missing into our beloved engine?
I’ve the feeling that when the probe render the scene, if it’s cubeTexture is used into the material, this break the render, instead of ignore material reflectionTexture.