I’m working on an Archviz project in UE 5.5 to produce some videos. While the overall quality of the images and animations meets my expectations, I am encountering some issues with reflections in mirrors.
As shown in the video, particularly in darker areas, there are blotches and flickering.
I achieved some improvements by increasing the “Reflection Bounce” value in the Post Process Volume from 1 to 2. However, the flickering persists, and further increasing the value does not seem to yield additional benefits.
Do you have any recommendations on which parameters I should adjust to address this issue?
Additionally, is it possible to use Planar Reflection Screen in UE 5.5?
I don’t like this solution because i makeing a game and the performance drops a lot…
but maybe for a architecture project it does not matter…
Anyway in a mirror you will have not a perfect reflection (like a real mirror)
Not if you don’t have a mega-super graphics cart… even so maybe you will have not a perfect reflection.
Real-time rendering has many limitations and reflections are one of them.
Hi @Ivan3z , thanks again for the suggestion.
Yes in this case it’s an architecture project and I wouldn’t mind taking longer time in rendering the frames if in the end the video turns out smooth and without flickering.
I knew the video you linked and I had tried increasing the value of “Final Gather Quality”, but still in the mirrors remain that annoying flickering. Any other ideas?
Hi, I modified the mirror material, reducing the Metallic to 0.95 and increasing the Roughness to 0.1. This way the reflections will be less sharp but at least I can limit the flickering.
No tengo mas ideas @looore91
Solo conozco esas dos formas de hace espejos.
La cuestión es si tu estás contento con el resultado.
Definitivamente para un juego el material es la solución mas barata.
Para cinemáticas “Planar Reflection” es lo mas realista pero también lo mas caro y sin un buen hardware no vas a tener buenos resultados.
You could go full old school and just duplicate the room on the other side just mirrored. Just add in a glass panel where the mirror is to get light interaction.
Hi everyone and thank you very much for your advice.
I have done several tests in this time and finally got better results with this configuration:
Machine: i5-12400F, RTX 4060, 16 GB
The console variables in the export settings: r.LumenScene.Radiosity.Temporal.MaxFramesAccumulated 32 r.LumenScene.Radiosity.HemisphereProbeResolution 4
Post processing box settings:
Lumen Scene Lighting Quality 8
Lumen Scene Detail 4
Final Gather Quality 2
Quality (Lumen Reflection) 2
High Quality Translucency Reflections Yes
Max Reflection Bounces 4
Max Refraction Bounces 4
Mirror material:
Color Base B8D9D9FF (slightly blue/green, I think it adds some realism)
Metallic 1
Roughness 0.04 (a little bit of roughness helps with distant details that don’t reflect perfectly)
Surely I could optimize the parameters even more but it looks good to me compared to the beginning. This is the result:
I will also keep the trick to duplicate the whole room and apply a transparent material in the mirror, in case I want to render the scene even more accurately.
I will continue to do more testing and keep you updated!