Closed justyn0 closed 2 years ago
I have been unable to get any cubemaps to cast upon specular surfaces at all. The Cubemap Reflections mode under Tools Visualizations in the editor displays every surface as being completely black; when I select any cubemap it does not project the cyan and white checkerboard it is meant to show to indicate its projections on nearby surfaces. I also noticed that lighting previews for cubemaps baked in-editor are saved to the maps directory of the last alphabetically sorted addon folder instead of the addon that contains the map I'm baking. Hesitant to open a new issue as cubemaps do seem to have a good number of problems at the moment.
I made a small map for testing cubemaps. Something I noticed now that I did not notice before is that the checkerboard I mentioned previously does actually render in the editor's All Lighting preview (albeit only on certain materials). I tried baking the preview lighting for this map and the cubemap's editor model had the reflections but nothing else did. I also tried using the Cubemap Reflections tools visualization again but it was completely black.
Another bug that is worth mentioning. Is also broken for me.
Looks like this bug also affects world geometry. For Example, A mesh is not touching any combined light probes, so the mesh will use the first placed combined light probe's cubemap.
If you have your combined light probe perfectly fit with your room dimensions. The parallax would not work for the floor, walls, and ceiling.
To get around this problem. You have to extend the light probe box way out.
This is not really efficient since it mess up the parallax and could assign other meshes with the wrong light probe since this box is big.
This bug also messes up baked specular from light probes as seen in these screenshots.
s&box
Alyx
Bumping this because this issue is still present and it effects every map
Yes, I agree. This is an important and quite frankly annoying bug that does need fixing fairly soon. It's causing all sorts of weird effects.
Fixed, will be pushed when we do a full shader compile
Custom shaders should take advantage of it already
Alright, let me know when all of the shaders gets recompiled so I can test out this bug.
This bug is not quite fixed. When a object go outside of a lightprobe. That object will uses all of the cubemaps in the map. Which it gives horrible lighting and it's very noticeable.
Also, when 2 lightprobes are near each other It doesn't the blend the cubemap, but if you put a lightprobe inside of a lightprobe then it will blend the cubemaps when objects go through those lightprobes.
Compiled map and sources. cubemapbug.zip
I'm getting some very strange flickering artifacts on textures with the probes which wasn't an issue the day before the shader recompile.
Compiled map and source cubemapbug2.zip
I'm getting some very strange flickering artifacts on textures with the probes which wasn't an issue the day before the shader recompile.
Compiled map and source cubemapbug2.zip
Can confirm this happening to me as well since a few days.
I confirm the above by QuackCocaine, it also happens to me on my keysiv gamemode/map.
GPU: 1070 GTX 8GB I can't seem to reproduce it every single time but it's pretty frequent.
Technically this specific bug has been fixed so I'm closing this, but there many other cubemap bugs.
https://github.com/Facepunch/sbox-issues/issues/1484 https://github.com/Facepunch/sbox-issues/issues/1482 https://github.com/Facepunch/sbox-issues/issues/489 https://github.com/Facepunch/sbox-issues/issues/1476
Describe the bug The first combined light probe or env_cubemap you placed in a map will show up when you or an object is transitioning into a different cubemap.
To Reproduce This bug affects every single map, but I made a map to showcase this bug. maps.zip
Videos The first combined light probe I placed is in this red room. In the video, It shows the cubemap from the red room always shows up when transitioning into different light probes.
https://youtu.be/IjfXkNA3FTo
Additional context
I think this bug was introduced into the game around the time when the new player pawn was added. Also, I think the engine is forgetting the last cubemap you or an object was in. This currently effects non-static entities Players, physics props, dynamic props, decals, etc.