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  1. Hello, I am adding reflection of wet surfaces in our application. We observed some artifacts on clouds, while rendering an environment probe with one face per frame. When switching to 6 faces per frame it looks normal, but it is too heavy in computation. What is your solution for this? There is a video in the attachement. 2020-09-04 08-51-16.mkv We did also observe that the start ray for screen space reflections gets more and more incorrect with increasing distance. It appears like the reflected object is going to vanish towards the horizon. When objects have not much space above the ground they won't appear in the reflection anyway only at close distance. Is there a way to do it more accurate than the standard project? There are two screenshot in the attachment, one far away and one close.You can see the missing plate of the material ball clearly. Software version is Thank you for your help
  2. We skipped a version, but I think this started happening in 2.3. Since we updated our project to Unigine 2.4, the reflections from the env probes are far too shiny. Even on matte objects, reflections are sharp. If I regrab the environment image in 2.4, the reflections appear correctly. Using an environment map grabbed with 2.2.1 Using an environment map grabbed with 2.4 I think it's neglecting to use any of the coarser mipmap levels for rougher surfaces. This is a problem, since most of the time we don't use environment grabs from the engine, we've found photographed panoramas to be a better fit for us. I've tried converting our panoramas using imagedds but that has the same incorrect results as anything generated by 2.2.1. So right now our only option is to use environment grabs from 2.4. I'd send you a zip file with the environment files but I can't upload anything else.
  3. Can anyone suggest what could be causing this error with the water reflection? (Image attached) Thanks
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