Difference between shading in Static mesh editor and level


I will trey to be brief, i am encountering this problem, difference between static mesh editor viewer and level, iv’e tested with path tracing, it renders it correctly (like right example) Shader was as it should be in UE4, i have even created new one from scratch and it still looks wrong (left version).
Engine is 5.2, tested in 5.3 it’s the same problem, engine is on default arch viz blank (it doesn’t makes any difference if i choose anything else)
If anyone has any idea, please hAlp!
All best

It’s always going to look different, it’s in a different scene… The previewer is lit by an HDRI, in your case it looks like it is lit only by an HDRI without any directional lighting.

You can change the preview scene settings by clicking on window->Preview Scene Settings in the static mesh editor, but honestly trying to get them to match is a waste of time because as soon as you start adding more objects to your scene it’s not going to look the same

Thank you for finding time to answer me, I was thinking more about this graininess in specular/roughness miss-match in short (lower quality)
Here is the new object maybe it would be better to see the difference.


It is Lumen with the same exact settings. Scene is default archviz scene. nothing changed in console or in settings.

In the previewer the reflections are provided by SSR and the HDRI, when placed in the scene it uses Lumen reflections. You can disable it, or switch it to SSR, but you’re going to find that in spite of the fact that Lumen gives rougher reflections in general, it generally looks more accurate than SSR+Cubemap in the overhwelming majority of cases.

Thank you, i think i am on to something, when i change reflection quality to medium everything gets better :smiley:

Now i am trully confused…

It’s because Lumen is disabled on medium scalability and below, which means your reflections are falling back to SSR+HDRI which is the same as the mesh previewer.

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Ah that’s the case, thanks for clarifying that. I’ve tried with r.Lumen.Reflections.MaxRoughnessToTrace .1 it does solve the issue but is more or less same as switching to medium settings… By any chance do you have any advice regarding this, something along the having cake and eat it too? :slight_smile:

Edit: It keeps reflections (setting scalability ref. to medium does not) they are just “clamped”

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