I need to create an infinite background that doesn’t affect lighting and reflections, like a post-processing material for example. But let it mix with the soil. Creating an endless background. Similar to what is done in Cinema 4D, as in this example. Can you help me?
Does it need to be truly infinite, or just ‘appear’ infinite’?
You can create a truly gigantic plane and just tell it to be ignored in GI and reflections in the path-tracer ;you can do much a similar thing in lumen.
In Cinema 4D the background color blends into the background. But when an object is placed, shadows, reflections are projected on the ground.
This reference image is the result I would like to achieve in Unreal. I created a large floor measuring 1000cm x 1000cm. But I couldn’t create that result.
I tried to simulate a fog with post-process material to use as a background and mix with the ground to create this effect, but the color was different in relation to the ground. The color and effect were not uniform.
If you need it to look like a normal surface up close you can use a pixel depth node to drive a lerp that decreases the specularity based on distance. This way you can get the up close reflections like in your example, but the far surfaces will not reflect.
@jblackwell Unlit material doesn’t work, because I only need the reflection on the floor of the objects in the scene.
@BananableOffense I’ve tried, but I have no experience with materials in Unreal.
Basically I wanted an infinite background like fog using PostProcess material, which blends with the ground to create this effect.
But this background can use gradient texture or solid color.
It would also be important that the ground and background are not reflected in the materials of the objects. I know that PostProcess Material does not reflect on materials.
I don’t know if Pixel Depth is reflected in the materials.
If we could create this feature, it would be amazing for product presentation and lookdev.
From the look of things, I’m reasonably sure they may be chroma keying to achieve their effect. You could create a turnable for your object in a solid-color void, with the turnable having your desired effects but with the albedo of your background, grab a screenshot, take it into photoshop, and chroma key it to achieve the effect. I think that would probably be the easier route than getting this working in-engine, assuming you don’t need dynamic shots.