I am unable to create an opaque material which displays SSR. The object has a large flat surface. The applied material shader is configured as metallic with low roughness. The properties of the material are Surface, Opaque and Default Lit. The result appears to be specular with very diffuse reflection of the sky. There are no reflections of objects in the foreground.
The only way that I can see SSR of foreground objects is with a translucent material setting, SSR enabled and a lighting mode of Surface Transparency Volume.
Is a Post Processing Volume required to make this work? If so, how to set it up? Other settings to check?
Hi jrboddie,
There should not be a post process volume required to setup and use.
Double check the Engine Scalability Settings and make sure that everything is set to EPIC. If the Effects tab moves to MEDIUM or lower SSR will be disabled.
Here is an example of it working in my scene with a very basic material setup.
If you’re still having issues please post any relevant screenshots of the scene and material that may be helpful.
Thanks!
Tim
My settings are on EPIC.
Here are two screen shots. One Translucent the other Opaque
I’ve attached a simple project with 4.11. Can you give this a shot and see if you’re seeing both SSR on the Opaque and Translucent materials here.
[SSR Test Project][1]
You should see the same results as this, I would expect:
If you’re seeing different results, there could be an issue with the asset you’re using under the sphere possibly. Try using the simple floor with your cubes with the opaque reflective material and see if the SSR works there. This can rule that out.
Thanks. I DO see the SSR on the Opaque material in your project!
I applied my material to the Floor but it did not reflect. Next, I migrated your opaque material to my project and applied it but again, no reflection.
So, I guess that leaves something in the project settings.
Here is my project file, if that helps:
And another test…
I migrated my opaque material into your project and the reflections worked. Another confirmation that something in my project settings must be different.
I think I found the difference. My project had Show > Visualize > Screen Space Reflections checked. When I uncheck it, I can see the reflection. The reflection in the opaque material is not as strong as in the translucent material though. Looking at your project, I see the same thing. Also, checking the Visualize SSR box in your project, the reflections go away from the opaque material but not from the translucent one-- just as in my project.
So I guess the issue is resolved, unless you have more observations.
Hi Tim,
I was scratching my head over this yesterday.
If I add a postprocess to your ‘SSR Test Project’ example and tweak the SSR settings only the opaque material reflection is affected.
Does this mean the only way to improve the quality of translucent ‘SSR-enabled’ materials is via this method improving SSR Quality ?
I found that ‘r.ssr.quality 4’ entered as a Console Command only affects the opaque material.
Right, the post process only handles the Opaque shaders at the moment.
There is likely a usf file that allows you to adjust these quality settings in the Engine/Shaders folder, but I don’t know off-hand which one or if that’s exactly the case.
I’ve entered UE-29072 to see if this can be exposed to cover translucent materials as well.