The image shows a reflection of a mesh structure over a sphere that you can partially see. The structure is a static mesh and is just a simple test, but shows the problems we have with lumen reflections of real geometry, particularly the jagged aliased edges of straight geometry.
As I work in the automotive industry, these reflections are unacceptable when it comes to evaluating surfaces. I have some ideas as to why this is happening but the question is: can this be changed to look much more like the path traced or obsolete ray tracing solutions?
Hi Matt,
these jacked boundaries look suspicious that high precision normals are turned off in your Project Settings->Engine->Rendering->Optimizations->GBuffer Format:
Default:
You could easily test it if you use a plane, and in the plane, all reflections should look nice but not on, e.g., a sphere.
Standard set up and settings to take a look in your PPV:
Lumen Global Illumination-> Ray Lighting Mode: Hit lighting for Reflection (5.4) or Hit lighting (5.5)
Reflections->Method: Lumen
Lumen Reflection->Quality: 2
->Screen Traces: off
->Max Refl + Refraction Bounces for your project needs (headlights)
Screen Percentage-> Custom override: e.g. 100