Capture a Cubemap of the Environment?

Hello,
I am messing around with the awesome water shaders that you guys provided and got a nice look, but since translucent materials don’t support SSR i’m wondering if there is a way to capture a cubemap of the environment and use that instead?

That’s supported by default, as long as there is a scene capture actor near the water surface it will be used automatically.

Additionally the master branch already has SSR working with translucent surfaces, so it’s reasonable to expect that to be a feature of 4.8.

I do know that but this material appears to not care about it. It requires a cubemap to function properly. Great news about the SSR though.

Any help on this?

You can use a scene capture and save a HDRI texture from it, yes.

As Bruno said you can save the scene capture as an HDRI texture(by right clicking on the render target in content browser > Create Static Texture) or you can use the render target as a texture in the material to get a real-time capture of the level for reflections.

Yes that did the trick. Thanks!
I got a pretty good looking water shader now.