Is it possible to have reflection captures of reflective objects??

Tried making a scene with reflective spheres and and and used spherical reflection captures, but in the reflection captures just show white spheres with no reflections.

Did you applied a material at the sphere with reflexive properties? Metallic pin feed and less roughness?

I have roughness set to zero for spheres.

Reflection probes on reflection probes is disabled to disallow feedback loops.

Try to remove these lines to have this feedback loop enabled. But this might cause problems if there is invalid data on reflection captures you never get rid of that. And you need to update reflection captures multiple times to get correct multibounces.



// Factors derived from EnvBRDFApprox( SpecularColor, 1, 1 ) == SpecularColor * 0.4524 - 0.0024
float3 SpecularBounce = 0.45f * SpecularColor * IndirectIrradiance;
// Replace reflection captures with indirect diffuse when we're rendering to a reflection capture, to avoid a feedback loop
SpecularIBL.rgb = lerp(SpecularIBL.rgb, SpecularBounce, ResolvedView.RenderingReflectionCaptureMask);


https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Shaders/Private/ForwardLightingCommon.ush#L324

There is also my pull request that forces everything fully rough when rendering reflection captures. This fixes missing colors from metals.
https://github.com/EpicGames/UnrealEngine/pull/5109

I’ll try this

Hmm, I can’t get either of the links to work.

Do you have google drive?

You have to be signed in to github.

I just made an account. And it didn’t work still. Does it have to be a paid account to download this?

You need to link your GitHub account with your Epic account in order to be able to have access to Epic’s repository at Github. You do it at your account profile at Epics’

Ok, thanks. It worked!