I think the best use of parallax corrected cubemaps is in Rainbow Six Siege. When used as a backup for SSRs in indoor areas, they make reflections look unbelievabley good. Also the fact that your torch shows up on the TV is not due to a reflection, it's a specular highlight.
@Spleet3 жыл бұрын
Yee. Something I wish Alyx(source 2) had was real-time screen space reflections. They absent unfortunately.
@Dan-ih6ns3 жыл бұрын
@@Spleet only issue is real time reflects are hardware intensive enough. just imagine how laggy it’d be in vr
@xDShot90002 жыл бұрын
@@Dan-ih6ns render in lower resolution and don't render dynamic objects?
@vibaj16 Жыл бұрын
@@Dan-ih6ns screen space reflections aren't very intensive
@valentinorubio70310 ай бұрын
Cubemap reflections for planar reflections are cheaper than ssr so it's a better alternative especially for shooter games where the scene doesn't change much, as cubemaps don't update realtime.
@MajatekYT3 жыл бұрын
And the best thing about them? They aren't even that processor intensive as they're not real-time reflections, but look as good as they do because the map does a cubemap precalculation pass at the start of the level, and each room/area has its own cubemap points (sometimes one - sometimes several) that parallax corrected cubemaps blend between. This game made me legitimately believe things actually flew at me in real life and made me flinch. I love it.
@nathanmckenzie27972 жыл бұрын
They just imported these kind of reflections on quest 2 in red matter 2 aswel 🤯
@vibaj16 Жыл бұрын
@@nathanmckenzie2797 wdym
@LuxSmash3 жыл бұрын
Lamp: Doesn't allow you to the reflection on the screen Him: I sentence you to death
@mort_brain Жыл бұрын
I don't know if it's so graphically realistic or my imagination just makes it look that way!
@bshap495 Жыл бұрын
The title implies people don't like them. I know they're not 100% accurate or real-time, but as far as cheap reflections go, they're pretty great.
@Dan-ih6ns3 жыл бұрын
too get this in source one you’d have to filled the room with cube maps lol
@thegroupofreptiles6823 Жыл бұрын
It's possible for parallax cube maps on source 1 too, just needs a bit of modding
@notraeon11 ай бұрын
@@thegroupofreptiles6823you can even do REAL-TIME reflections WITHOUT modding the engine, believe it or not. you would have to edit textures, though.
@yassusin Жыл бұрын
omgg rayyy tracinggg iss soo guudd :3 bro fuck ray tracing you dont need ray tracing to realistic graphics
@notraeon11 ай бұрын
it does lead to slightly better lighting, but you totally dont need rtx for reflections. parallax cubemaps look near the same for a fraction of the cost
@Hopwire3 жыл бұрын
I dunno if I'm doing something wrong, but could you give me some insight into how you set these up? When I put an env_cubemap it makes things noticeably more reflective, but it's not giving me quite the same affect as this.
@Spleet3 жыл бұрын
The bounds of the "light importance volume" should extend to the edges of the play space, but not beyond. Then, insure you have indirect light source. Without indirect light, the reflections will be VERY dark, if not pitch black. The center of the volume should be at the intended player eye height. Usual it will default to this when created in editor.
@Modgey3 жыл бұрын
Damn how did you do that?
@Spleet3 жыл бұрын
source 2. it's just really good at doing the work
@ReznovRulz3 жыл бұрын
That abrupt flashy transition with no smoothness that happens a little bit after 2:05 is kind of disappointing, but this is otherwise a really good effect.
@Spleet3 жыл бұрын
This can easily be mitigated by using more probes. Just like with source 1, the ideal(most practical) use is to place one probe per room(rectangular area), however, also like source 1, you can place one every other unit for an extremely accurate cubemap from anywhere in the map. The return for doing this isn't as impressive as it was in source 1, but it can be done to mitigate that flashy transition. Also: going from indirect lighting to direct only will always cause that jarring transition since the cubemap image will be compiled without any light . This is why Valve made maps(Alyx) are always too dark(kind of cleverly) to see any reflections(other than specular) when requiring the use of a flashlight. They know the dark areas will have bad cubemaps.
@SarXm173 жыл бұрын
Cool
@australiansniper1730 Жыл бұрын
interesting cubemaps..
@bonkieblues91192 жыл бұрын
What kind of material shader did you use for this?
@Spleet2 жыл бұрын
Everything seen other than the books on the bed are stock Alyx assets. All the shaders are compiled in the TV model.