Waiting to add SSR, this is the situation atm:
You can see:
- The circuit in gray (for who didn't know, I'm working on a racing game)
- The box in yellow
- The car over the track
- The red one is static (is rendered once at scene beginning), has its center at world origin and encloses all the scene. It's used as a "global reflection map" for pretty much all the objects.
- The blue one is static too, is centered at the barycenter of the box and encloses it. It's used as a reflection map for all the objects inside the box.
- The green one instead is dynamic (is rendered at every frame) and is "attached" to the car. It's used to reflect car surroundings on it.
With the transition to OGRE 2.2, I aim to use PCC for static reflections. My only concern is if they work good even with huge probes. For example, in my scenario the red probe has a side of about 10000 units (meters). Is it too much for a PCC?
Always speaking about reflections, how do you solve/mitigate the "reflection inception" issue? This is what I mean:
- Object "O" is rendered to cubemap "C"
- Cubemap "C" is binded to object "O" material as a reflection map
- Object "O" is rendered to render target/window
In my case, this is particularly noticeable inside the box:
The box is illuminated by two spotlights coming from the top and, as you can see, the upper part of the cubemap is completely dark.
I believe this is a very common problem, but I don't even know how to query Google for it. Not totally sure of it, but I guess that baking lightmaps offline or using GI are THE solution. Unfortunately, I doubt I can afford these techniques.