Hi,
I have more questions but all of them go around the playing with reflections and faking them. For example, I have a floor with material with reflections and red cube on the floor. Is it possible to see in reflection different material then red material on the cube? I would like to see completely different material in reflection.
The second question is, Is somehow possible to turn off reflection of some object? I mean, that the cube on the floor would be visible but not in reflection of floor. There would be more objects that would reflect in floor.
Thanks
The easiest solution would be to duplicate and mirror the level and use a semi-translucent/transparent material for the floor. The mirrored world would look like a reflection. Games have been using that trick for years.
Different reflection types work in different ways, so that limits how they can be used/manipulated. Screen space reflections reflect can only reflection what is visible on screen. Reflection captures bake reflections to textures, etc.
You can set objects setting “Visible in reflection captures”.
You can also add custom code node and use parameter called View.RenderingReflectionCaptureMask. This is normally zero but set to one when engine is capturing reflections. So you can use that value to drive your material to be different when rendering reflection captures.
thank you for a help. I have found that UE is doing reflection by combination of SSR and by sreen capture. So “Visible in reflection captures”. work only for a part of reflection.
Anyway, the other topics about this question showed me that this is not simply thing.
I thought unreal has something like material override and better object option…but simply not.
Hope in some future release is going to be better (also waiting for scripting language for editor)
Bump. Has something changed in 2022 with Unreal 5.0?
No. To achieve what OP wanted you still use a scene capture and make a material that uses your capture - be it a flat file (mirror) or a cube map.
Its expensive, its fake, it needs a bit of math to do mirror perspective shifting right from the player’s camera pov. But its nearly the only way to achieve the effect.
In the case of wanting a cube to show a different material, you could duplicate the level, set up the scene capture, change the cube, and use the reflection of the extra room. This also allows changing more than just a material.
(The more sane approach is to just have 2 cubes and capture one in the scene capture while invisible in game).