Hi hazmhox
Thanks for your reply
You're including a reflection probe everytime with your asset?
Yes i do, if it is a metallic object ?
This is not a good practice since RP are static objects. If yours are bound to the object, rotating the RP/pbject could lead to weird results.
Ok, didn't know that, thought when i rotate or move the object, the RP will move or rotate precisely along with it,
so the Object will alwas stay completely within.
Also, the center of the reflection probe has to NOT overlap with anything, because you'd end with "black spots" inside the bake which could be why you're getting that depending on the rotation.
I understand, that this could be a cause for that phenomen.
But when i check the RP itself, i don't see any black spots or something else on it.
When i have the center outside the object, then bake it and then move it back into the object,
i guess this problem with black spots should not be able to occur then?
Probably the problem comes from what you've said above, that it leads to weird results, when the rp is rotated.
As I was mentionning on another thread, the RP is like a chrome ball in cinema. And you
can't put a chrome ball inside your objects in real life
Absolutely right ?
When i do a room, the RP is definitively in the middle of the room, not overlapping anything.
The idea was just, that probably most people around here don't use reflection probes, unless they load a room, that contains one.
So i just thougt i would like to provide assets, that one can just load in VAM and already has the reflection in it then.
Thats why i put the center from the RP in the middle of the Object, so i can make the bounding volume only as big as the
Object is, so the RP from that object can't affect anything else in VAM as long as the Asset isn't in direct contact with another metallic object.
Another option maybe would be, to do assets, that contain both variants.
One with and one without RP, so people can choose what they need.
You should provide a set of reflection probe as standalone assets and explain to people how to use them. Not put a RP inside every objects. This also would lead to problems if there are other RP in the scene (since no one uses proper priority).
As i see, there are already good reflection probes available..
For example:
⊶  ⊷ For assets only Adds a reflection probe with universal reflections to the game. Suitable for metals and glossy materials. Brightness is adjusted with a gradation of 10 percent. Not suitable for assets that already have a reflection...
hub.virtamate.com
What i'm a bit uncomortable with, is, that i don't see the bounding volume of the RP in VAM.
Is there a way to make the aera the rp occupies visible?