I have a minor annoying “Dark Blob” that follows the reflection of the player in my maps, is seems to absorbe light on the reflection in the walls, as I move in the level, in some angles the view reflects the surrowndings well, but as I look about the map the reflections just are gone, depending on the view and the reflections come back again…
…Can someone Please give me some hints on this cause in the UE4 content exemples level maps it looks great! No Dark Blob" sucking reflection as you move about!!!..
**If you checkout the map"Leveldesign_Workflow" inside “ContentExamples! from Learn UE4 Engine Feature Samples”, the reflections of thr senário are fantastic!!! How to achive that level of reflection detail???
Open the starter contente “startermap” map put in the walls “chrome and burnished steel” material…
Check the reflections, in some views “nice” as you get near the reflection goes away, if you stand near and just look about with the mouse from one side to the other the reflection just comes and goes!!!
How is it possible to Fix this!? any ideias? or sugestions are Welcome!
If you can check the next images first in Low Detail: (removed)
In médium Detail: (removed)
And high detail: (removed)
if you can see the images I was using médium detail mode and thats where I think is the FOV “felld of view” Blob is aperante, in low detail you dont see much, and in high detail its got a reflection that grays out the blob
You are only using screenspace reflections. The dark part is not visible on the screen so the screenspace reflections don’t know what to reflect there.
To fix it you should add a reflection capture to the room.