From what I understand, several parameters must be adjusted to achieve proper reflections and avoid a completely dark texture. However, I’m having trouble pinpointing the right settings.
My WorldEnvironment node current setup includes:
A panorama sky (HDRI).
Reflected light using the sky as the source.
SDFGI enabled (without occlusion and with “read sky light” disabled, since the scene is indoors).
Various additional lights in the scene.
I have also experimented with reflection probes, but I’m not entirely sure how to configure them properly.
Has anyone encountered a similar issue or can suggest a solution? Any guidance on the parameters or settings I might be missing would be greatly appreciated.
good. but you must realize that the sky will determine the color and energy of the light that hits the surface. these previews tend to use whatever hdr looks best.
so if the sky is too dark the surface will be too.
no. use background as source.
if the sky will not be seen from a window, then there is no reason to have it. also, the interior option in godot nodes is pointless.
and also, SDFGI is a bad lighting system, it is the only option we have for LARGE OPEN SCENES, but the quality of the lighting is the worst of all.
for interior, if the lights don’t need to move you can use LightmapGI, otherwise ReflectionProbes are the cheapest, put one in every room. VoxelGI is the best looking one and the most expensive, it works for relatively small levels (200m2).
or, since there is no sky, set sky contribution to 0, enable SSR and maybe SSIL, and just use lights with shadow. shadows are put into an atlas so performance will always be good.