I’m trying to figure out what is causing the lighting to look different in ray traced reflections. I’m lighting a test scene using only a SkyLight with an HDRI image (ray traced shadows on, raytraced GI on and set to compute SkyLight). As you can see in the attached screenshot, everything in the chrome sphere looks brighter, the chiar and table look yellow instead of orange and the wall is almost white. There’s no light baked in this test and the SkyLight is set to dynamic.
In comparison, the second image is a screenshot from the “How to get the most out of ray tracing” video, showing a prefect mirror ray traced reflection that matches what’s in front of it. What am I missing in my setup?
To continue my struggle with ray traced reflections, after replacing the SkyLight with area lights, it seems that I can’t get indirect light reflections to appear. Turning on or off r.RayTracing.Reflections.EmissiveAndIndirectLighting makes no difference and any object that is lit mostly by ray traced GI appears black in the reflections (see attached image). This is in 4.23.
HI,guys. I think I have a similar question ; in UE4 raytracing mode, when enable reflect shadow with hard shadow or area shadow and the room is small, the mirror or metal is black, they can’t get the environment reflection from the near object; when I move the mirror to the out of the room,it perform right;
Did you figured it out? Are you using real-time render or gpu lightmass with rtx reflections? I had this issue, but i’m using gpu lightmass with ray tracing reflections… And after the light is baked all the reflections where brighter than the actual scene. All i had to do is, after i baked the lights i just turn off “affects world” on the hdr… it’s like the lightmass used the hdr for the light but keeping it as a light on the scene after the light bakes it’s somehow duplicating the brightness on the reflections…