Floor reflections and Occlusion Culling

Hi. I made a simple scene of an apartment. I made a parquet floor and for it to be believable it needs to have reflections of the objects on the floor. I tried for days to get the effect with cube maps, using the “render to cubemap script” using the floor as the target location but i couldn’t get any decent result this way. The cubemaps on the floor just look too weird and the reflections arent good. I decided for another technique and that is duplicating my geometry on the floor and scale it in the -Y axis and place them under the floor exactly beneath the objects. I set the floor to be a bit transparent and in that way i got perfect reflections. My problem happens when i use occlusion culling. My duplicated and scaled objects arent rendered becouse the camera has the floor in between. I set the view and target areas in the occluion to be above the floor but still the objects under the floor aren’t rendered. Is there any way to exclude certain objects from the culling so they are always rendered? or is there any other way to get nice reflections. I tried the mirrorscript but i didnt work for some reason.

Thanks

just don’t set the floor to be static, then it won’t occlude anything

You need Pro for rendertextures to work.

–Eric

Thanks for the reply. I didnt set the floor to be static but the problem was still there so i unchecked static on all the meshes under the floor and that worked.