Skip to content

Commit

Permalink
fix image paths
Browse files Browse the repository at this point in the history
  • Loading branch information
reduz committed Nov 20, 2017
1 parent f9ae7c4 commit e95f681
Showing 1 changed file with 14 additions and 14 deletions.
28 changes: 14 additions & 14 deletions learning/features/3d/reflection_probes.rst
Original file line number Diff line number Diff line change
Expand Up @@ -22,43 +22,43 @@ Setting Up

Setting up reflection probes is really easy! Just create a ReflectionProbe node, and wrap it around the area where you want to have reflections:

.. image:: /img/refprobe_setup.png
.. image:: img/refprobe_setup.png

This should result in immediate local reflections. If you are using a Sky texture, reflections are by default blended. with it.

By default, or interiors, reflections may appear to not have much consistence. In this scenario, make sure to tick the *"Box Correct"* property.

.. image:: /img/refprobe_box_property.png
.. image:: img/refprobe_box_property.png


This setting changes the reflection from an infinite skybox to reflecting a box the size of the probe:

.. image:: /img/refprobe_boxcorrect.png
.. image:: img/refprobe_boxcorrect.png

Adjusting the box walls may help improve the reflection a bit, but it will always look the best in box shaped rooms.

The probe captures the surrounding from the center of the gizmo. If, for some reason, the room shape or contents occlude the center, it
can be displaced to an empty place by moving the handles in the center:

.. image:: /img/refprobe_center_gizmo.png
.. image:: img/refprobe_center_gizmo.png

By default, shadow mapping is disabled when rendering probes (only in the rendered image inside the probe, not the actual scene). This is
a simple way to save on performance and memory. If you really want shadows in the probe, they can be toggled on/of with the *Enable Shadow* setting:

.. image:: /img/refprobe_shadows.png
.. image:: img/refprobe_shadows.png

Finally, keep in mind that you may not want the Reflection Probe to render some objects. A typical scenario is an enemy inside the room which will
move around. To keep objects from being rendered in the reflections, use the *Cull Mask* setting:

.. image:: /img/refprobe_cullmask.png
.. image:: img/refprobe_cullmask.png

Interior vs Exterior
--------------------

If you are using reflection probes in an interior setting, it is recommended that the **Interior** property is enabled. This makes
the probe not render the sky, and also allows custom amibent lighting settings.

.. image:: /img/refprobe_cullmask.png
.. image:: img/refprobe_cullmask.png

When probes are set to **Interior**, custom constant ambient lighting can be specified per probe. Just choose a color and an energy.
Optionally, you can blend this ambient light with the probe diffuse capture by tweaking the **Ambient Contribution* property (0.0 means, pure ambient color, while 1.0 means pure diffuse capture).
Expand All @@ -69,7 +69,7 @@ Blending

Multiple reflection probes can be used and Godot will blend them where they overlap using a smart algorithm:

.. image:: /img/refprobe_blending.png
.. image:: img/refprobe_blending.png

As you can see, this blending is never perfect (after all, these are box reflections, not real reflections), but these arctifacts
are only visible when using perfectly mirrored reflections. Normally, scenes have normal mapping and varying levels of roughness which
Expand All @@ -78,7 +78,7 @@ can hide this.
Alternatively, Reflection Probes work very well blended together with Screen Space Reflections to solve these problems. Combining them makes local reflections appear
more faithful, while probes only used as fallback when no screen-sace information is found:

.. image:: /img/refprobe_ssr.png
.. image:: img/refprobe_ssr.png

Finally, blending interior and exterior probes is a recommended approach when making levels that combine both interiors and exteriors. Near the door, a probe can
be marked as *exterior* (so it will get sky reflections), while on the inside it can be interior.
Expand All @@ -89,7 +89,7 @@ Reflection Atlas
In the current renderer implementation, all probes are the same size and they are fit into a Reflection Atlas. The size and amount of probes can be
customized in Project Settings -> Quality -> Reflections

.. image:: /img/refprobe_atlas.png
.. image:: img/refprobe_atlas.png



Expand All @@ -109,7 +109,7 @@ Tutorials for each of them exist :ref:`doc_fixed_materials` and :ref:`doc_shader

This tutorial is about the basic properties shared between them.

.. image:: /img/material_flags.png
.. image:: img/material_flags.png

Flags
-----
Expand Down Expand Up @@ -147,7 +147,7 @@ changes according to the type and direction of lights. When this flag is
turned on, the diffuse color is displayed right the same as it appears
in the texture or parameter:

.. image:: /img/material_unshaded.png
.. image:: img/material_unshaded.png

On top
~~~~~~
Expand Down Expand Up @@ -176,7 +176,7 @@ Objects are usually blended in Mix mode. Other blend modes (Add and Sub)
exist for special cases (usually particle effects, light rays, etc.) but
materials can be set to them:

.. image:: /img/fixed_material_blend.png
.. image:: img/fixed_material_blend.png

Line width
~~~~~~~~~~
Expand Down Expand Up @@ -210,4 +210,4 @@ sorted by depth). This behavior can be changed here. The options are:
- **Never**: Never use the depth buffer for this material. This is
mostly useful in combination with the "On Top" flag explained above.

.. image:: /img/material_depth_draw.png
.. image:: img/material_depth_draw.png

0 comments on commit e95f681

Please sign in to comment.