Comments (5)
Is there an environment probe in that scene? Metallic materials use reflection probes to get lighting (diffuse is mostly black).
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So, reflections probes solved the problem, you can see the shadowed parts now. There is a new issue, tho, as that the reflection probe makes everything shiny or 'wet', even on completly rough surfaces and especially in shadowed areas. Like the cannons appear shiny, but have the same roughness values as the wood crate next to them.
Do you think this could be fixed with by making metalic materials use things like skylight instead of reflections or is this as good as it gets?
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Maybe we could add an optional intensity slider to skylight for mixing with reflections (can scale the alpha channel of the output light buffer which is used for reflections intensity mixing). Or shadowed skylight would improve the quality in shadowed areas: #1189
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Sounds good
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