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Is this a limitation of cubemaps?
I have a wet ("reflective") large rectangular floor. There's a pole with a light centered on the end of this large rectangular area. As you walk across the middle of the rectangle (side edge to side edge) looking to your side at the pole's reflection it continues to appear as if you're only standing on the middle of the large area, remaining centered and perpendicular to the point on that end edge you're closest too instead of ever appearing at an angle from the center of that end edge as you approach the side edges of the floor. I tried splitting the floor into multiple longer rectangles to see if I could get some variability but saw no change. Is there a solution to this?
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Rectus 13 16 Oct, 2021 @ 1:40am 
The game will use parallax corrected cubemaps if the material has "Specular cube map projection" enabled and the mesh is under the influence of an env_cubemap_box or env_combined_light_probe_volume. Otherwise it will project them to infinity, which sounds like what you describe.

Note that it will only use one cubemap per mesh object, so to use a different one on part of a mesh, you will need to split them up with Extract Faces (Alt + N).
Ok, thanks!. There's one other artifact I've been wondering about. Objects appear closer than they are, i.e. magnified.
Rectus 13 16 Oct, 2021 @ 9:01am 
I think that is just a limitation with cubemap reflections in general. The cubemaps get projected to the faces of the box, so anything inside the room will not have correct projections.
In playing with the env_cubemap_box just now, Near Z and Far Z settings do seem to have an impact on the "magnification" for the floor situation. Maybe it would help with the "window" situation where I had the magnification problem.
Rectus 13 16 Oct, 2021 @ 9:41am 
The near and far Z values should only affect the distance of which objects get baked in. The projection is isometric, so it won't change magnification.
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