Comments (3)
This is likely because imported materials use the Disabled cull mode by default, due to it being the glTF specification's default. If you enable Backface Culling on the material in Blender and export the scene again, the issue should go away assuming the glTF exporter takes this property into account.
This is also bad for performance, so we should really do something about it: godotengine/godot-proposals#7360
Either way, there's an issue with how reflection probes render materials that use cull modes other than Back.
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I also just noticed that the probe doesn't take its own ambient light into account when rendering the reflection
This is being tracked in #56635.
This might be nontrivial to fix when using the Environment ambient mode, as the reflection probe doesn't "know" what the ambient color should be until it's already done rendering all its faces. (When using Environment, the ambient color is calculated based on the average color of each face βΒ more or less.)
This is not an issue with Custom Color where the color is known in advance, but we should still make sure the ambient color is only applied within the reflection probe's bounds in the reflection, as opposed to the entire scene (when Max Distance exceeds the bounds' size).
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This is likely because imported materials use the Disabled cull mode by default, due to it being the glTF specification's default. If you enable Backface Culling on the material in Blender and export the scene again, the issue should go away assuming the glTF exporter takes this property into account.
Yeah that's what it was
I also just noticed that the probe doesn't take its own ambient light into account when rendering the reflection
Untitled.mp4
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