|The excellent Marmoset Toolbag in action
Which, when used as a cubic reflection map, produced this sort of look on my floor tiles:
I discovered that Unity can make these rather easily internally too. By choosing a transform internally near where the viewer would be situated I can render 6 x 90° camera projections that form a box with the images that everything inside that box that was shiny would see. This is great. Now my normal-mapped floor can reflect the sun! Now my own cubic reflection map looks more like this:
Which produces reflections like these:
|The actual sun reflecting on the actual floor! I'm done! ... NOT.
|A little learning goes a long way in improving material appearance.
So my choices at this point are begin transitioning my project to Unity5's beta [which I have access to], or pay money to buy solutions that give me these effects now in 4.5 but may or may not be supported or required going forward...
For now I chose to apply what I've learnt to with what I have. PBR theory has really helped me get better results with the current shader controls - for example the leather texture below has baked-in cracks and grain, breaking up the reflections and giving the couch top appearance a much better feel:
|Complete with hand sculpted bum impressions.
|A fun model to make with curved metals and a low-ish polycount.
|Where O where art thine couch reflections in the floor???
Optically in the Rift view I've got a new starfield in the background [I realise exposure-wise that stars would likely be well under the sun's brightness and thus invisible, but you know, VR!], some sun shafts creating beams of light, some dust motes floating in the room for a little atmosphere [after playing Alien:Isolation in VR I couldn't help it - the modelling and lighting in that game is a masterpiece!] and a few other tweaks in store.
|It's a place you can go and just sit and look at the sun.
I'll wrap this up now, but next post I want to detail what I've found out about
Looking for where this began? Click here to visit the beginning.
So long for now!