I think Goat means my screenshot on the 1st page of this thread. On my map Pearlescent I've manipulated the asteroid rocks with the cubemap.
Maybe it's just because I'm new to forge but i read this post ten times and I still don't understand why these cubes are so useful...So basically they function like normal lights to certain areas of the map? But how are they created? Like normal cubes? can someone explain this to me, please? forgive me but I'm still a complete noob when it comes to forge
the simple explanation is that there is a point on each map where the reflections are anchored. If you put a cube of pieces (many examples of objects listed in this thread) around this anchor point, it can either remove the reflections entirely, or alter the way the map casts light so that you get some cool, custom effects. Having a light inside the cube makes somethings happen that otherwise wouldn't... color of light and color of pieces are apparently able to affect the effects (see what I did there?)
Instead of rereading the OP just read the whole thread. It seems difficult at first but once you see it for yourself in forge it's pretty easy. The cube map is like an invisible cube at certain coordinates. If you put glass indoors the cubemap makes the glass still reflect the mountains. You can cancel out these reflections by putting a box around it. And when you put a invisible light in there on the right spot it can even manipulate the colors on blocks and asteroid rocks. For a fast example load up my map Pearlescent, it changes color when you walk on it because of the different colors on the box. Manipulate the colors on the box (somewhere behind a floating rock) to whatever you want and bake lighting again. The map will change instantly. Fool around with this on all canvases and different skyboxes.
No idea. I don't even know if reflections makes performance worse. @A 3 Legged Goat probably knows this.
Cubing the reflection camera doesn't block the reflections. It's always capturing something to reflect, even if that something is black void. So I don't imagine you can improve (or hinder) performance by manipulating the reflections. I have no testing to back that theory up. Edit: Reflections are a static image, which is another reason I don't think performance can be hurt by what is surrounding the camera.
TLDR The reflections on forged maps are created by a single camera that takes a 360 degree picture whenever you bake lighting. You can alter the reflections to create unique looks or moods and atmospheres by finding the camera and surrounding it with different stuff. Take @MULLERTJEs example of the glass. If you create an indoor map on the Alpine canvas with a glass table, the table will reflect the mountains of Alpine and not the interior of the room. This is because the reflections are captured by the reflection camera outside your map and not by a camera inside the room. Hopefully that helps @Bivo. If not, invite me whenever you see me on XBox and I'd be happy show you in person.
i think those are immune to the cube map wizardry Could just be their texture and coloring don't allow the effects to be noticeable.
Thank you. I assume that making things more reflective and or using the Shilack overlay does increase strain, but I don't know that for sure either.
weird thing happened. I saved a prefab cubemap blocker last night. I go to load it today, and no matter what I try, the thing will not block the cubemap! (Alpine Cirrus) Deleted it, created a new one and it works. Light bake was on both times and I even tried ungrouping the pre-fab and all sorts of stuff... FYI... EDIT: This seems to happen whenever you group the objects in the cube-blocking scheme. Even though you may want to select them and change colors many times to experiment, just drah your cursor around them to select them all, and DO NOT group them, ever. If you do, they will not work even after ungroupging!
I have successfully done this trick for the first time, and with 4x2 pieces put into a cube. (Alpine) I did this becaues the cube was going ot be visible to players, and making it as small as possible was preferable. Works well!!
Reina alludes to this, but I want to add some findings which haven't been specifically spelled out here. Other ways to enhance/revise the way this cube blocking is done: Overlay on pieces shininess on pieces color of lights I did a test on my Castle Wars "Reforged" map, (did not keep this) where I made the cubemap blocker use the stone texture. Even though my map has concrete and metal mostly, the glass reflected a stony texture. I considered keeping it as a little easter egg, homage to the original stony (and shitily constructed) castles. It didn't fit in the end...
@MythicFritz do you know if cube locations changed at anytime these last few updates? Placed a cube on Tidal the other day and location was not at (0,0,120). Had a yellow emmisive on the other side of the map from the cube that was being projected after light baking.