reflection_capture
Room reflections: the lit room seen from this object, so glossy tile, varnished wood and metal inside the box reflect the room's own lamps, window and walls (corrected for where the walls are) instead of the sky. Put one in each room, at head height, sized to the room. Re-captured when lights or the capture change.
In scene text
reflection_capture { size (0, 1, 0) capture_offset (0, 1, 0) fade 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 5
| Field | Type | Unit / range | What it does |
|---|---|---|---|
size | (x, y, z) | m | The room's box (x, y, z), centred on the object, axis-aligned: its inside faces are the room's walls, floor and ceiling (reflections hit them); surfaces on and inside it use this capture. |
capture_offset | (x, y, z) | m | Where the capture is taken, relative to the box centre (away from furniture). |
fade | number | m, 0.01 … 5 | How far beyond the box's faces the capture fades out (blends rooms at doorways). |
strength | number | 0 … 4 | Multiplier on the captured light (1 = as rendered). |
weather_occlusion | text | — | none |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us