In a scene, there are (at least) two major uses for “environment maps” (panoramic images capturing the view in all directions).Ī “skybox” to capture very-far-away scenery – clouds, distant mountains, etc – to paint onto a flat box around the world. Thanks both for the quick and thoughtful answers! If you don’t mind, please correct errors in my understanding? (I’m sure I got some things wrong!) ![]() You will next work the reflection and refraction levels which you can also tune and attenuate using a normal texture (again on your mesh, not on the skybox). ![]() Note that very few materials really have a strong emissive color so you want to set this level very low. To catch a level of your environment or skybox on a given mesh, it’s the mesh material you will want to ‘tune and tweak’, may be also using your emissive. You can use it for environment and use another texture for reflection.Īn emissive texture/color is mostly inappropriate to use in a skybox (except for some special effects) Now, this does not mean, you have to use your skybox for reflection. Though is has a ‘SKYBOX_MODE’ basically instructing that you will want to use your ‘skybox’ for reflection/refraction. It is cubic because the skybox is, in essence, cubic. The skybox includes a reflection texture because the skybox can be used to project a reflection on objects or meshes in the scene. ![]() ![]() I believe the first question would be, what do you need a ‘reflection texture’ for? Why do skybox examples use reflectionTexture in the first place? There’s no reflection going on.
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