Hi there, im fairly new to UE,
why is does the floor relfection have this weird blue-ish tint?
Cheers,
Philip
Hi there, im fairly new to UE,
why is does the floor relfection have this weird blue-ish tint?
Cheers,
Philip
Is it gone if you change the material (shader) of the floor to another material? Looks like a shader issue to me since the walls look normal
Alright, next I’d test how the lighting actors in the scene influence the issue. Some lamp types, for example the skylight, do not respect indoor environments. try removing the lights one by one and see if the result differs.
I don’t think there’s anything else going on, I’d maybe have expected a mesh normal issue because of the blue ish / dark tint which happens in Blender but in the window’s light the floor looks just fine.
managed to get away the blue tint, but these unrealistic cornerreflections stil persist…
This is pretty much what a basic setup looks like, not realistic. A good shader setup definitely helps but keep in mind many scenes still fake their lighting or hide little details. You can use some hyperrealistic shaders for free (check epic asset packs / megascans / quixel) and see how it looks. Another thing to keep in mind is that mixing indoor and outdoor environments is more difficult than lighting only indoor scenes. This is because the lights used to set up an outdoor environment don’t properly respect walls such as the skylight and because certain effects such as height fog are not desired indoors. I assume you are going for the hyperreal look and those often use incredibly complex materials just to get anywhere near though. Programs like quixel make them a bit easier to create as most material data will be written to a texture format. Works well enough for prototyping but big files.
@Roy_Wierer.Seda145 ou’re a hero for taking the time.
it’s pretty frustrating becaus ive already made some pretty nice interactive Archviz content (both interior and exterior in the same game), and now i can’t even figure out why my floor has this weird light reflection
thanks anyways for helping out!!
Trust me the entire engine is like this, even for programmers. At times it is tiring. I found materials to be pretty straightforward though, the node system is very similar to what I am used to in Blender3D and the default pins (color / specularity etc.) have to be carefully controlled by either logic or a texture as input. Using a bad input or as some people do a single number value results in bad visuals. Hyperrealistic materials can be a few nodes and a few textures to hundreds of nodes / functions so there is always a challenge…
Depending on what exactly your goal for the project is you might just want to grab a few free asset packs from the epic market instead of reinventing the wheel (free PBR materials + plant packs). especially the plants are hard to get realistic on pics like yours. Getting the outdoors right will also be much easier than the indoors. Expect to use some fake point lamps and post processing volumes just to get the lighting right per room
EDIT
EDIT2
I found this one to be inspiring, it shows some quite unique lighting management to get to the anime style:
You’re on medium scalability, Lumen is disabled and it is falling back to reflection captures.
You need to place a reflection capture inside the room and build it. Reflection captures are not perfectly accurate (which is why Lumen reflections are better) so you may still end up with unusual reflections, but they should look better.
Example: Top is just skylight reflections, bottom is with a reflection capture.
thank u very much for taking the time!!
The problem was indeed the medium scalability.
is it still necessary to use reflection captures when lumen is active?
Cheers,
Philip
Reflection captures will be disabled when Lumen is enabled. But they’ll be visible if Lumen is disabled, so if you want to give players the ability to turn off Lumen then it might be a good idea to include them.