I’m currently trying to create a scene but I cannot find a way to make it look how I want it to be.
Basically I want a building to shine but in Realtime I get a result and in not-Realtime I get another (when I uncheck the option in a certain time-frame)
Anyway here’s what I’m getting:
The Not in Realtime image is what I want to achieve in Realtime.
I tried reflection capture spheres but it seems they do not affect the shininess.
Am I doing anything wrong with materials (they are quixel megascans) or do I have to mess around with Post Process, camera PoW, console commands etc.?
I think the surface must be directly proportional to the distance from the camera, so as the camera moves further away the reflection surface has to be bigger and viceversa.
I’m totally “guessing” here as I’m not sure if this is the only and right way to solve this problem but from the tests I’ve done it seems it works like this.
If there’s a better solution I’m up to hear it since in this specific case I can solve the problem by increasing the size of the mesh but in another project I might not be able/cannot to do it.
Yes, the PP is working, I can definetely see the effect of the bloom around the whole scene.
I tried other little things in PP and then I tried to change the meshes themselves and I found out that increasing the size of the meshes, the realtime problem is solved.
Also the perfect angulation of the meshes seems to be determinant in the shininess problem.
Anyway I’m still very concerned on why with a normal sized mesh and a not perfect angulation of it with the camera POW, the resuIts I get in Realtime and not-in-Realtime are completely different.
By the way this is the result (in Realtime) I’m currently getting:
As you can see I changed the size of one mesh and the rotation of both.
P.S. I’m thinking the problem might be with the distance from the camera.
I tried both solutions and nothing to do.
I also tried to make an empty level and I made a simple recreation of the simple with just the mesh, the directional light and the camera and realtime and not-in-realtime give different results.
At this point I will try to fake the effect in another way.