Having loaded a level in Sandbox, select the Environment Probe entity from from the Create Object → Components → Light list. Make sure it's placed in the horizontal center of your heightmap.
After selecting the Environment Probe, move your cursor into the view port to position and place it into your level. You can adjust the location as the same as with any entity.
With the new tile shading in CRYENGINE, all cubemaps must be at resolution of 256. The image generated is a floating point HDR image and has a much higher fidelity than before.
The texture file name will always be the name of the Environment Probe entity. So it is a good idea to name your probe before you start generating a cubemap.
On the Properties panel, you see the entity options and 'Generation Parameters' section. Click the Generate button to generate a cubemap. When you generate a cubemap, you will get get 2 textures. One will be the diffuse bounce lighting information and the other is the reflection map. This will generate a Tif cubemap image in:
Generally, the environment probe should be placed at the head height to generate proper reflections.
Global Cubemap Probes
Every level should have a Global global cubemap to start with. This is a special cubemap that acts as the default/fallback. Generally you only need one Global global cube map per level.
Having a Global global probe in your level ensures that you will always have an active cubemap available. Any "Local" local probes will automatically sort as a higher priority within its defined radius and blend in over the top of the "Global" global probe.
Setting a cubemap as a Global global cubemap requires a few special settings. The following settings can be found on The the Properties panel, when an entity with an Environment Probe Component on it is selected:
- Ensure that it covers the entire level by setting the BoxSizeXYZ Box Size values high enough.
- Set the SortPriority Sort Priority to 0.
- Set AttenuationFalloffMax Maximum Attenuation Falloff to 0.
- Set IgnoreVisAreas Ignore VisAreas to true.
For more information about the individual Environment Probe options, please refer to the Lights Light Components documentation .
Tweaking Environment Probes
High reflective materials are suggested to be used in conjunction with SSR (Screen Space Reflections) as it will provide localized real-time reflections.
No SSR and no Environment Probe.
The following example was put together using a box projection method SSR with Environment Probe. Notice how the grid is accurately aligned with the shapes. When modifying your box projection be aware that a bounding green bounding box appears and to tweak the size accordingly.
SSR with Environment Probe
This screen has SSR with no Environment Probe enabled. Notice the localized reflections located around edges and corners.
SSR with no Environment Probe
No SSR with BoxProject Box Project enabled Environment Probe aligned with the size of the room.
No SSR with Box Project enabled Environment Probe
SSR with spherical Environment Probe. This aspect is not as accurate but in less reflective areas this option may be easier to use.
SSR with spherical Environment Probe
For more information about Environment Probes and how to use them efficiently in your level, please refer to the following tutorials: