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Parallax corrected cubemap reflections for mobile (ES2) - possible ?

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    Parallax corrected cubemap reflections for mobile (ES2) - possible ?

    Is something like this (second part of the article) present in UE4:

    https://seblagarde.wordpress.com/201...ected-cubemap/

    and if so, would it work on mobile (ES2)? Are there any tutorials on how to set up material for "reflective" surfaces ?

    Thanks
    Last edited by motorsep; 06-01-2016, 11:04 AM.

    #2
    Link not work...
    https://seblagarde.wordpress.com/201...image-proxies/
    https://www.youtube.com/watch?time_c...&v=_jh2rDyOXGI

    You can only search first in

    https://docs.unrealengine.com/latest...rch/index.html

    Cubemaps....
    https://docs.unrealengine.com/latest...aps/index.html

    Simple and ez to try with ES2.

    Comment


      #3
      Fixed the link.

      From what I've read, UE4 has parallax corrected cubemaps by default, but for PC/consoles. There is no word whether it's the same for mobile platform.

      Basically I am after material that has pre-made cubemap in it to have fake reflections. It doesn't even have to be a cubemap per se. It can be (if it can be) an equirectangular image generated in UE4 (I am hoping there is a way to generate one in UE4 and save it)
      Last edited by motorsep; 06-01-2016, 11:10 AM.

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        #4
        If you look in the Mobile details in the material editor you will find High Quality Reflections. It uses more cube map lookups to give a more correct reflection; I believe this is what you want.

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          #5
          Originally posted by Chris Babcock View Post
          If you look in the Mobile details in the material editor you will find High Quality Reflections. It uses more cube map lookups to give a more correct reflection; I believe this is what you want.
          Thanks.

          From reading about reflections I see that cubemap reflections are only possible through Reflection Capture actors (sphere/box). Would that be slow on non-VR mobile or Gear VR ?

          Comment


            #6
            Since they are precalculated it should be fine. High Quality will add shader instruction and sampler cost, though, to any material using it.

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