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Update docs on new Env Probe features
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manual/graphics/lighting/reflections/env-probe.md

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| Property | Description |
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|--------|--------|
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| **Cubemap Resolution** | The reflection texture resolution. Can use graphics settings or a custom resolution. |
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| **Box Projection** | If checked, probe will use box-projection for mapping reelections onto the object surfaces. This method suits better for indoor areas. |
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| **Brightness** | Controls the intensity of the reflection color from the probe. Can be used to fade in or out reflections. |
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| **Blend Distance** | The probe shape inner margin over which blend happens to smooth borders. |
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| **Radius** | Reflection probe influence range. |
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| **Update Mode** | The probe update mode. Possible options: <table><tbody><tr><th>Option</th><th>Description</th></tr><tr><td>**Manual**</td><td>Probe can be updated manually (eg. in Editor or from script).</td></tr><tr><td>**When Moved**</td><td>Probe will be automatically updated when it is moved.</td></tr><tr><td>**Realtime**</td><td>Probe will be automatically updated in real-time (only if in view and frequency depending on distance to the camera).</td></tr></tbody></table> |
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| **Sort Order** | The probe rendering order. The higher values are render later (on top). |
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| **Capture Near Plane** | Defines a near clipping plane used for rendering the probe. Use a higher value to clip geometry near the probe. |
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| **Custom Probe** | If specified, the environment probe will use a custom [CubeTexture](http://docs.flaxengine.com/api/FlaxEngine.CubeTexture.html) as a reflection source. |
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| **Capture Offset** | Probe position offset to apply before capturing which can be used to adjust reflections. |
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| **Update Mode** | The probe update mode. Possible options: <table><tbody><tr><th>Option</th><th>Description</th></tr><tr><td>**Manual**</td><td>Probe can be updated manually (eg. in Editor or from script).</td></tr><tr><td>**When Moved**</td><td>Probe will be automatically updated when it is moved.</td></tr><tr><td>**Realtime**</td><td>Probe will be automatically updated in real-time (only if in view and frequency depending on distance to the camera).</td></tr></tbody></table> |
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| **Cubemap Resolution** | The reflection texture resolution. Can use graphics settings or a custom resolution. |
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To capture the scene around the reflection probe press the **Bake** button. It will render the scene in each of 6 directions into a cube map and filter it. During reflection probe rendering only actors with [StaticFlags.ReflectionProbe](http://docs.flaxengine.com/api/FlaxEngine.StaticFlags.html) enabled will be visible.
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**View** buton can be used to inspect the cubemap asset.
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Updated environment probe cube textures are stored in a *SceneData* folder. To read more about scene data, see the `Scene Data storage` section down below.
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## Blending
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![Reflections Blending](media/env-probe-blending.png)
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Flax Engine renders reflection probes into a dedicated buffer using a dedicated pass using a screen space shader. It then mixes the final reflection color into the light buffer. This provides the opportunity to perform high quality **per-pixel relfections color blending**. Rendering starts from drawing probes with the highest radius and then moces to the smaller ones (**probes are sorted by radius**). Reflection color is also being faded on the edges of the probe bounds. This results in a smooth transition and reduces any flickering -- especially for dynamic objects that move quickly through the scene.
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Flax Engine renders reflection probes into a dedicated buffer using a dedicated pass using a screen space shader. It then mixes the final reflection color into the light buffer. This provides the opportunity to perform high quality **per-pixel relfections color blending**. Rendering starts from drawing probes with the highest radius and then moces to the smaller ones (**probes are sorted by radius**). This can be overridden via `Sort Order` property to have more artists control over lighting. Reflection color is also being faded on the edges of the probe bounds. This results in a smooth transition and reduces any flickering -- especially for dynamic objects that move quickly through the scene.
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## Scene Data storage
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