Klimczak.Jan Posted September 16, 2019 Share Posted September 16, 2019 Hi, it is possible to setup LightVoxelProbe and LightEnvironmentProbe just for specified objects ? Cheers, Jan Link to comment
vvvaseckiy Posted September 17, 2019 Share Posted September 17, 2019 Hello, Could you please give more detail on what you're trying to achieve? You can exclude specific object from baking into probe by using Baking Viewport Mask, and, in some cases, it is possible to set material up to ignoring Voxel & Environment probe light passes Thanks 1 Link to comment
Klimczak.Jan Posted September 17, 2019 Author Share Posted September 17, 2019 (edited) Hello, Thank you for the tips. I would like to affect scene by one Light...Probe and some objects in the same area of the scene with different Light...Probe. The easiest example will be a scene iluminated for e.g by yellow light and some of the object inside of it by blue light (with use of 2 probes with colored lights). The real need is to adjust scene in specific way which I cannot do with just one probe. ps. As I see the light passes works just for transparent objects and for default such objects are not affected by any of probe (except Blend Test mode). Thanks Edited September 17, 2019 by Klimczak.Jan Link to comment
vvvaseckiy Posted September 17, 2019 Share Posted September 17, 2019 Easiest way to set up such type of scene i use multiple probes, just make small probe for object inside of bigger probe for whole scene. This is pretty standard pipeline but usually it used for creating a small high-detail voxel probe inside a large low-detail one. Also keep in mind additive blending parameter when using such setup 1 Link to comment
Klimczak.Jan Posted September 17, 2019 Author Share Posted September 17, 2019 (edited) That's good functionality. But I need something different as additive blending probes because what I would like to do is to make lighetr the outer probe (with bigger ambient intensity) and to have inside it second probe which will have smaller ambient value than outside one. So what I need is not additive blending but something different mode (the best one would be replace). Also the way to select which object will be reflected by probes at bit masking also it could be very good solution. It is possible to do that ? Edited September 17, 2019 by Klimczak.Jan Link to comment
vvvaseckiy Posted September 18, 2019 Share Posted September 18, 2019 Smaller probes have higher priority, so if you disable Additive Blending small probe will be visible over bigger one, but depending on other probe settings there may be seen well-defined border. Bit masking in reflections usually used to avoid baking extra lods, cause even if you cut object by using Reflection Viewport Mask, its shadow still be beaked to reflection texture. Easiest way is to just disable objects while baking, and enable them after it 1 Link to comment
Klimczak.Jan Posted September 18, 2019 Author Share Posted September 18, 2019 @vvvaseckiy, thank you! That's work as I excpected :) Link to comment
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