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

FieldTypeUnit / rangeWhat it does
size(x, y, z)mThe 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)mWhere the capture is taken, relative to the box centre (away from furniture).
fadenumberm, 0.01 … 5How far beyond the box's faces the capture fades out (blends rooms at doorways).
strengthnumber0 … 4Multiplier on the captured light (1 = as rendered).
weather_occlusiontext—none
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