lighting choice for boat cabin

It seems to work pretty well

I’m having a hard time figuring out how to blur the reflections based on the roughness, any tips on that?

Here is how i set up the Cubemap in the material and what it looks like on a wall, it is slightly overdone on purpose, i think what is missing is the roughness based blur you mentioned, please let me know if i’m doing things the right way

http://i.cubeupload.com/vTbZOe.jpg

http://i.cubeupload.com/mNqgNB.jpg

If you do it like that, you need to blur the cubemap itself since it will not respond to the roughness parameter :wink:

I could blur the cubemap, however i’d like to be able to control the sharpness per material for all the roughness variation in my scene

If there are other and better methods of doing this i’m all ears, i’m still learning UE4 and since i’m a solo artist i have to focus my energy in all areas at once, there is so much to learn!

Use this setup if you want to select the MIP level based on roughness using the same math as Epic:

Thank you so much

I’m not very familiar with maths, does that log2 function play a major role in that chain?

I have done without it and the result is great, it looks much better, pretty similar to the CaptureActors

This is definitely the solution i was looking for, thank you all for the help

Yes it does. It’s a custom node because the editor doesn’t offer any logarithms.

Copy+Paste this code to your material to replicate the node:

That is indeed the best way to handle the blurring.

Regarding your question about the logarithm: if you’re unsure about the effect a mathematical function has in a shader you can always just plot it:

Looking at the plot you can directly see that it has a big impact on the end result and is essential to create the non-linear relation between the roughness and the mipmap lookup.

Thank you both, i’m extremely happy with the results