I finally found out what people use for nice reflections and ambient fitting objects in scene! Now we can get rid of all that dynamic ambient stuff and use proper approach instead.
Here you can see difference in detail. Or, here is a good example. This is how tyres were rendered in 0.1.34, horrible:

Here is the same scene, but now tyres use old reflection data to calculate extra lighting — better, but way too glossy:

And here is how it looks like with proper IBL:

If you want to try it, I attached a preview build. Reflections FX Debug app got a few new options to quickly switch between proper IBL and original approach or disable interior masking, things like that. I tried my best to ensure it wouldn’t affect materials like original Kunos chrome (with its pretty blurry reflections to start with), and just in general, since blurred reflections looked the way they did, a lot of content creators didn’t really use them for rough surfaces, so for now, it mainly affects cars with PBR materials, like Quattroporte, Huayra ’12 or P1. Please let me know if it broke anything.
I also increased grass density, maybe now it’s a bit more acceptable? Grass adjustments will be ready soon.
Thank you so much for your support! Sorry for the lack of updates and good perks, there will be much more preview builds a bit later.
Ilja Jusupov aka x4fab
2019-12-15 23:05:03 +0000 UTCxez
2019-12-14 22:56:55 +0000 UTCIlja Jusupov aka x4fab
2019-12-14 12:52:29 +0000 UTCxez
2019-12-14 01:57:01 +0000 UTC