Avatar Renderer appearance affected by it's activeness and LightProbeGroup existence
available in future release
nekobako
In worlds where LightProbes are baked and LightProbeGroups exist (first picture),
- Avatar's Renderers on GameObjects which are active by default appear to be influenced by LightProbes even if their LightProbes setting is "OFF". (possibly altered to "BlendProbes")
- Only avatar's Renderers on GameObjects which are activated by animation and LightProbes setting is "OFF" are not influenced by LightProbes.
In worlds where LightProbes are baked and LightProbeGroups are deleted after baking (second picture),
- Avatar's Renderers on GameObjects which are active by default appear not to be influenced by LightProbes even if their LightProbes setting is "BlendProbes". (possibly altered to "OFF")
- Only avatar's Renderers on GameObjects which are activated by animation and LightProbes setting is "BlendProbes" are influenced by LightProbes.
It would be nice if GetComponentsInChildren<Renderer>(includeInactive: false) or something like that for avatars could be adjusted to use includeInactive: true.
This is because altering LightProbes settings only on active GameObjects can result in visual brightness mismatches. (third picture)
Ideally, LightProbes settings should be altered based on whether LightProbes are actually baked in the environment, rather than the existence of LightProbeGroups.
In addition, altering LightProbes setting from "OFF" to "BlendProbes" in worlds without LightProbes is not necessary for optimization.
references:
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marked this post as
available in future release
More extensive changes are harder to justify here, but
includeInactive: true
(adjusting LightProbes modes on objects marked inactive in editor at time of uploading) will ship in an upcoming release :)StormRel
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tracked