what type of reflection is it? raytraced or planar? it looks raytraced. but looks also kinda f-ed. what are those rounded rectangles in the reflection? looks like they are causing a glitch. i’d guess that’s a material issue.
standard sauce…
if it’s raytraced try to disable screentraces via cc
r.Lumen.Reflections.ScreenTraces 0
if it’s planar set the “Distance form Plane Fadeout End” to 0
you should fix those rounded rectangles anyway tho.
It didn’t help. Yes, it’s ray tracing. I wanted to make something like a smart mirror with matte icons on the mirror. The matte material is made on the base of SpiralBlur-sceneTexture node. The lighting comes from the emissive material on the inner edges of the mirror. Everything goes away after I remove the emissive material, but without it it doesn’t look very good.
okay. now that makes sense. you basicly blurred the reflection, that includes the emissive material.
a cheat to exclude it from the lumen scene may be to render the emissive ring as a translucent material. it will cost a lil more but does not show up in raytraced reflections but rather in post only, and… that way it should not be blurred with the scene texture.
thanks, it worked. i wasted all day on it
okay, nice. yes… some of those cheats don’t come to mind easily. post process “layer seperation” is not native in unreal, but… it can be done. have a good one, then.
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