is there a way to overwrite the global environment settings to make a material use its own reflection map in the metallic parameter?
as of now all metallic reflections are set to 'sky' from environment settings.
ive been trying out reflection probes and they only seem to affect the roughness value of a material(im on godot4 alpha so this may be a bug)
set custom reflection map for metallic property?
Asked Answered
did some tests,
i think its a bug
the subviewports' camera doesnt take reflection probes into account
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