A couple of issue I am sure many already encountered with reflections, some of them are on Github some are not.
- Pure sky reflection is WAY too dark
- SSR cuts of long before it needs too (on standard settings, but I can’t find a way to get it much better as well)
- Cubemaps/Planar reflections have some issues (disappearing when too close, showing reflections in totally wrong places) Click on the gif to get better quality
- Voxel GI kills reflections with and without cubemap
Feel free to add to these, and give tips on how to resolve these issues. (Thanks @PixelSonic for pointing some problems out)
That not reflection problem, it is problem with Viewport camera, if you make simple scene and try playing in Viewport than that probelm will happen, or if you try it by playing in Scene than that
problem will not happen
I think that happen because of brdf image (2d lookup texture) used in armory, I tried one given here and I think the result was much lighter
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Both of the problems? Or just the one on the right.
It’s a late reply, but I ran into the dark reflection problem recently as well. A look at the reflection_cubemap.blend file in the armory_examples\light_probes folder made me realize that I was missing the reflection cubemap object in the scene. Other than that, I also noticed that the example file has a background intensity strength set to 3.0 in the world material property.