# DFAO breaks reflections!

**URL:** <https://forums.unrealengine.com/t/dfao-breaks-reflections/360092>\
**Category:** Rendering\
**Tags:** mirror, Reflections, dfao, unreal-engine, question\
**Created:** [June 8, 2016, 5:19pm UTC](https://forums.unrealengine.com/t/dfao-breaks-reflections/360092 "2016-06-08T17:19:14Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Metathesus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Metathesus](https://forums.unrealengine.com/u/Metathesus)\
**Post date:** [June 8, 2016, 5:19pm UTC](https://forums.unrealengine.com/t/dfao-breaks-reflections/360092/1 "2016-06-08T17:19:14Z")

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Hello!

With DFAO, there is big black areas on the mirrors (simple material)

Metallic-1/Roughness-0/Specular-1/ Color 0.5-0.5-0.5

Removing the roof help to retrieve the reflections.  
I use a movable skylight, I don’t know if it’s usefull to know.

If you need more details, I can give them to you.

Regards.

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**Author:** ![anonymous\_user\_6e7b421a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e7b421a](https://forums.unrealengine.com/u/anonymous_user_6e7b421a)\
**Post date:** [June 9, 2016, 4:23pm UTC](https://forums.unrealengine.com/t/dfao-breaks-reflections/360092/2 "2016-06-09T16:23:00Z")

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Hey Methathesus,

I was able to reproduce this issue on my end and entered a bug report, UE-31844. The odd thing is, I was not unable to determine if this was a limitation or in fact a bug because I could trace it back to 4.9.2 engine version. This was part of the reason I decided to enter the report.

With that said, you can modify the _Min Occlusion_ and _Max Occlusion Distance_ settings within the Skylight to help reduce the appearance of this issue. Let me know if you have further questions or need additional assistance.

Cheers,

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**Author:** ![Metathesus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Metathesus](https://forums.unrealengine.com/u/Metathesus)\
**Post date:** [June 10, 2016, 7:49am UTC](https://forums.unrealengine.com/t/dfao-breaks-reflections/360092/3 "2016-06-10T07:49:56Z")

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Thank you Andrew!

My skylight values for Min Occ and Max Occ Distance are the defaults ones and I haven’t this bug on 4.11 (and 4.9-4.10 before) with the exact same project.  
But changing this values, in fact, help a lot!

Here are the screenshots of the 4.11 version:

 ![94090-capture+d’écran+(6).jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/c/f/1cf9b148027f463e1c30a967b71913fe6f674cd7.jpeg)

 ![94102-capture+d’écran+(7).jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/d/c/7dc4ce7a24fb90692c1dbaf3309b8b35bf3581a7.jpeg)

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**Author:** ![hurt720](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hurt720](https://forums.unrealengine.com/u/hurt720)\
**Post date:** [February 13, 2018, 11:51am UTC](https://forums.unrealengine.com/t/dfao-breaks-reflections/360092/4 "2018-02-13T11:51:09Z")

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I too have this issue in 4.18.2. I have a lot of big flat metallic surfaces and its really noticable. In the included images a textured plane and cubemap are reflected on a sphere, with and without DFAO (SSR disabled). I saw its tracked as “Won’t Fix”, but i implore you to reconsider. Thanks in advance.

 ![230479-refl1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/2/5/925c7ca57284ad0ab47dc1c3d12a92421f45c1d7.jpeg)

 ![230480-refl2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/f/0/ef0fa586ac7ebb5393319393585eb10555c8d57c.jpeg)

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**Author:** ![hurt720](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hurt720](https://forums.unrealengine.com/u/hurt720)\
**Post date:** [February 13, 2018, 11:55am UTC](https://forums.unrealengine.com/t/dfao-breaks-reflections/360092/5 "2018-02-13T11:55:21Z")

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Also tweaking min max occlusion is not possible in most usecases.
