I’m making this new thread instead of bumping the one from 2016.** This is not a new issue. And is not limited to UE4.**
The issue: Landscapes reflect light like any other surfaces do, in UE4. However, that’s not the behavior we’d expect from it. The cause and fix might be different in each engine, but I’m purely discussing the unwanted effect itself.
UE4: With a roughness of 1, landscape is still reflecting an unrealistic amount of light. Reducing specular means making things look wrong on another level.Source](https://forums.unrealengine.com/development-discussion/rendering/87304-landscape-reflection-issue?p=777324#post777324). And thisand… This.
Cryengine: They agreed on the issue and did their own solution internally. Not much information available on that besides this. Here’s source.
Unity: Same issue. Their developers seem to have fixed it after a user brought it up. And source.
I have spent lots of time looking around and invented workarounds to battle the issue and make it look better.
Most effective workarounds
**1) **Use Fresnel mask to reduce specular.
2) Reduce specular based on distance from camera.
**3) **Use Albedo in specular calculations to break up the reflection.
4) Multiply AO/Cavity maps on top of that. (Doesn’t help much since those get mipped in distance and lose details).
At the end of the day, reducing specular to fake a proper landscape surface is just adding to the existing problem because materials need correct specular amount. the ultimate solution is clearly not something to be done on our end. This prevents us from achieving realistic results.
Isn’t it time to fix this once and for all?
Edit: Mods, please move to feedback forum if more appropriate. But in rendering forum discussion might pick up quicker. Thanks.