i want to make a mirror with the roughness setting of the material + the metallic value, but it don’t works right .
With roughness 0 and metallic 1 i am getting a mirror but the mirror only reflects things what the player camera is seeing too.
If i look with the camera in the mirror from the side, so that i can see the wall in front of the mirror too, then i can see the reflection correctly,
but if i rotate the camera so that the wall is not visible to the player camera, the reflection disappeared too.
It looks like some occlusions effect, if i move the camera closer to the mirror i can see that the ground behind the camera turns into black and don’t
getting reflected anymore (Like a fog of war in a RTS Game) and if i am very near to the mirror and the player camera can only see the mirror, i see nothing reflecting in the mirror.
Scene Capture 2D as far as Im aware is flat, and only acts like a tv screen. Not like a mirror, as its not parallax corrected. Currently there is no working solution for a proper / perfect mirror reflection.
Thank you all very much, :o
yes the Scene Capture is like a Display :eek:, but the rotation works, the effect is good enough.
Thank you all for your help.
I just dropped a SceneCapture2D in the Level and referenced it in the LevelBlueprint.
And i extended the above version by creating a Mirror-Blueprint that conains a flat surface with the mirror material assigned.
No matter how many mirrors i drop in my level, the SceneCapture will place itself to the nearest mirror and face the player.
Sounds like you should also be able to get a static reflection using a simple sphere reflection capture as long as you rebuild lighting with some indirect lighting.