shown in other instead.
Environment Probe is a light source which also provide a reflection on object inside the probe by using cubemap (pre-baked or dynamically changing each frame). In Unigine, Environment Probes have two types of projections: spherical and box projection. Box projection mode is better to use in indoor scenes (when the room has a 3D box shape) or box-shaped outdoor scenes (back alley between buildings). For all other cases it's better to use spherical environment probe (reflections on car, spherical room, etc.).
With Environment Probes you can create reflections instead of creating reflection materials.
- The Light Sources Parameters article.
Environment Probe is a great thing to increase performance, decrease the number of materials and make the life of content designers easier.
Environment probes use cubemaps that were baked (or grabbed with special tool). This cubemap will play the role of the reflection and the light simulation. Here is an example:
We have two houses with different color of the interior and put same objects (with reflection material, for example, metal) into these houses. What will happen?
If we don't speak about the dynamic reflections, you'll need to reflect the interior on each object. But interiors have different ambient color, and that is why you'll need to create 2 different materials for them. Not optimized at all.
Environment probes remove this flaw. Once you added an object, you don't think about the reflection material for it. The environment probe will map the cubemap to the object.
There is a difference in mapping cubemaps to transparent and non-transparent objects:
- If an object is transparent, the environment probe will map the cubemap only if the entire object is inside the radius of the environment probe. Otherwise, the object won't be affected by the environment probe at all.
- If an object is non-transparent, the environment probe will map the cubemap to any part of the object which is inside the radius of the probe.
Transparent object illuminated by environment probe
Non-transparent object illuminated by environment probe
If you put several environment probes that illuminate a non-transparent object (rendered in the deferred pass) their cubemaps will be blended smoothly. Here is an example, a long corridor which has walls painted in different colors.
We put two environment probes and both of them affect the object (when the object will be in the intercrossing area). When you have large locations, you should use several environment probes instead of one to make the final image more realistic.
The SSR (Screen Space Reflections) effect makes the final image more realistic, because it appends reflections that cannot be baked into cubemaps. Using environment probes and SSR is a great method for pretty fast imitation of reflections with dynamic lighting.
Multiple Environment Probes for Transparent Objects
- When the option is disabled, only the last set environment probe will illuminate the object. At that the entire object must be inside the radius of the environment probe. Otherwise, it won't be affected by the enviroment probe at all.
- When the option is enabled, the object will be lit by all of the environment probes: each probe will affect the part of the object, which is inside the probe. Cubemaps of the environment probes will be blended in the intercrossing areas.
Multiple Environment Probes is off: only the left cubemap is mapped to the object
Multiple Environment Probes is on: both cubemaps are mapped and blended
Adding Evnironment Probe
To add an Environment Probe object to the scene via UnigineEditor, do the following:
- Run UnigineEditor.
- On the Menu bar, click Create -> Light -> Environment Probe.
- Place the environment probe.
- Grab the cubemap texture for the environment probe. You can grab it in the Light tab of the Environment Probe's node or you can grab it by using Grabber.
- Adjust the environment probe settings.
Environment Probe Settings
Here is a bunch of environment probe settings.
|Light||Sets the shadow mask.|
|Viewport||Sets the viewport mask for the light.|
|Color||Sets the light color in the RGBA format. The color defines both the plausibility of virtual representation and its aesthetic component.|
|Intensity||Sets the light color multiplier, which provides fine control over color intensity of the emitted light:
|Box projection||Enables box projection mode of Environment Probe.|
|Intensity||Sets the intensity of environment probe's reflection. 0 value means no reflection.|
|Color||Sets the color of the reflection.|
|Intensity||Sets the intensity of ambient lighting.|
|Color||Sets the color of ambient lighting.|
Box Projection Parameters
|Size||Specifies the size of the box projection.|
|Gloss corners||Sets the intensity of the gloss near the box projection corners.|
|Global illumination||Enables the global illumination simulation. Environment probe generates fake GI by using given cubemap.|
|Attenuation power||Sets the attenuation power of the light.|
|Attenuation distance||Sets the attenuation distance for the light.|
Grab Texture Parameters
|Water||Renders the environment probes on water.|
|Transparent||Renders the environment probes on transparent object.|