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PBRSpecularGlossy and ReflectionProbe


SvenFrankson
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Hi everyone,

 

I'm facing some issues with the use of ReflectionProbe, may I please request some help ? 

Here's the use case :

Some object is in a room with walls and windows, and I'd like the walls and windows to reflect on the objet.

So I add a probe at the object's position, push the walls and windows in the probe renderList.

And it works pretty well !

(here, the cube is the object, the balls are the walls and windows...)

https://www.babylonjs-playground.com/#AZA2CG#1

 

But in some cases (like in the linked playground), there's some long and synchronous computation when it needs to call ConvertCubeMapTextureToSphericalPolynomial. I think it's correlated to the type of the Material I'm applying the probe texture on...

Is there a workaround to avoid this computation ? (beside reducing the texture size ?).

On a side note, I have very little knowledge about the concepts of light harmonics, but why does this computation only happens once if the probe is updated each frame ?

In advance, thanks a lot for your inputs ! Have a nice day,

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