How to use Sphere Reflection Capture for best results ?

Hello. I want to ask You for Your advice. I am struggling with Sphere Reflection Captures. I downloaded a “Reflection” demo scene and I also did some test and experiments by myself but I am still not sure how to make good use of Sphere Reflection Captures.

At first I created one SRC with max size and placed it in center of my level. It was looking good. Reflections were accurate but maybe a little bit … low res ?

So I tried to go with multiple SRC (I placed them like in “Reflection” demo scene) some was overlapping, some was further away or closer. I rebuild them and I got something like “more” reflections in better “resolution” but they just look … inappropriate ? Maybe a little bit unrealistic in comparison with single SRC.

Can someone give me some advice ? Am I missing some rules or facts about SRC ? :stuck_out_tongue:

Thanks and Cheers !

I will be thankful for any advice :stuck_out_tongue:

HI Zernat,

These two documentation pages along with the Reflections environment project from the Epic Games Launcher’s Learn tab that you mention should cover the basic uses and limitations of the system.

I hope this helps answer your questions and gets your started.


Thank You for Your answer but I checked this links and I still don’t understand that in 100%.

If they are very light in performance cost so should I place one small reflection capture around every little puddle that I created ?

They are static (offline), meaning that they aren’t dynamically updated when you run your game, so this makes them very light to use as far as performance concerns go. You can place multiple around your level. I don’t think you need one for each and every water puddle you have but using multiple can give you better results, but since it’s just a cubemap they will not be 100% accurate reflections. This is why you see the bleeding in your image linked above. You have a large radius for your reflection capture and that reflection cubemap will be applied within that radius which means it cannot be occluded by geometry, like your wall.