Any Idea? Artifects in Reflections

Hi there,

I´m working on a project and I ran into a problem in the reflections, I can´t explain.

I want to use Ray Traced Reflections but somehow the everything in the reflection (that is not lit directly?) is tinted blue. (Screenshot below)

My Plan B would be using Lumen, but also Lumen acts funny.
Everything that would be out of Screen Space looks terrible. (Screenshot below)

LUMEN

Lumen_1

RAY TRACED

Any Idea? Thanks in advance!

Are you using Skylight Leaking in your post process volume?

Also, post the material graph for the floor

No, not using SkyLight Leaking, turning it on makes no difference…

I´m using the default M_Metal for trouble shooting.

When metallic is set to a non-zero value it will tint all of the reflections with the base color. Are you using a material instance with a different base color?

Thought this might be the solution for a second. Base color is white tough and metallic set to 0 is still tinting

Ahhh I missed this part. This is the cause.

Deprecated raytraced reflections do not shadow the skylight, so you get the blue from your skylight leaking into the scene anywhere that isn’t directly lit.

Don’t use the deprecated raytraced reflections.

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Ah thanks! Now i see how the tint changes depending on the Sun position!
I wont use Ray Tracing then.
Any idea what the problem with lumen is?

You’ll have to look at the Lumen debug views


Reflection view is probably the one you want. Generally speaking though you’re going to struggle to get good reflected lighting in indirectly lit areas (skylight shadowing should work correctly though)

Make sure in your project settings, Lumen is set to use hardware raytracing and that your Lumen reflections are set to use hit lighting instead of surface cache.

Setting are alright…

Lumen still doesn’t want to reflect what it cant see.
Debugging looks awful as i would assume.


Lumen_6

Yeah you have no surface cache coverage on the walls, thats why they’re pink (and will just be black in reflections when off screen)

Is your building just one giant mesh?

The Wall was one MeshActor with many Components. I just replaced it with single smaller pieces. Looks better but not perfect. Debug looks good? Think we are heading in the right direction. How can it improve though?

Lumen_7

I think you’ll find that this is good enough for glossy reflections, if you need mirror reflections you’ll have to add some large lightsources to the scene instead of relying on indirect lighting. Bounce light has to sample the surface cache, it’s always going to look pretty low quality.

You can try cranking up the “Lumen Scene Lighting Quality” in your post process volume, I think it maxes out at 2 in the slider but you can push it all the way to 6 if you type in values. Don’t expect a huge improvement though.

Ok. The ground is full of puddles, maybe i increase the roughness a little so its not reflecting that much. Its for a Virtual Production Project, so it has to be high quality.
Thanks for your help! It means a lot!

Last thing before I try rendering some scenes, do you know if the reflections will be better with specific render setting when exporting via render queue?

No idea, sorry :frowning: I haven’t worked with the movie render queue

Ok. But still - thank you very much!!!

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