I’ve read that roughness = 0 actually sets screen-space reflection which reflects only the visible , and the best but most expensive reflection solution is planar reflection , and cubemap is the most common used one . Some people think cubemap is like television and not good enough . So I’m thinking how can I reproduce in UE the reflectivity of 0 roughness in Substance Painter ? What algorithm SP uses to achieve mirror effect ?
Well, you can use lumen reflections with HWRT enabled and hit lighting, or the path-tracer. Accurate reflection is really hard to compute in real-time, and Substance Painter either uses cubemaps for its’ lighting, or a path-tracer.
Thanks . I’ve found the answer just the moment . Firstly I have to set reflection method as none , and drag a skylight into scene . It can reflects skysphere onto meshes .
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