The reflection of the sink in the bathroom mirror is looking horrible. I tried both planar reflection and lumen reflection but the ugly black triangles were present in both cases.
When I visualized the lumen scene, it seems that the black triangles were the parts where the GI couldn’t reach.
Is there a way to fix this?
Thanks in advance.
Thanks for your reply. I tried setting the reflection to ray-traced. While the black artefacts in the sink are gone, it seems to introduce other artifacts elsewhere.
Your path tracing result is phenomenal! However, I’m trying to create a real-time interactive archviz app (it’s actually my old apartment that I just moved out) so path tracing may fall short here.
After some search I think I found the cause of my original problem here.
It seems that lumen reflections rely on the surface cache it generates, and there’s a limited number of cards placed on each mesh.
According to the UE doc, I tried increasing the max number of card for that particular mesh but it didn’t seem to fix the problem, so I guess the next thing to try is to separate the sink into smaller and less complicated meshes.
It’s gonna be a busy new week for me but I will keep you updated when I have any progress on this! Thanks a lot for the help!
try increasing the mesh distant field resolution of the sink in the mesh editor see if this gets rid of the artifacts. note that this only effects the lumen reflections.
the artifacts in faucet in the raytraced Lumen reflection or the hit lighting method are because the reflection of a reflection only works in screen space so you get these black spots.
the only method to avoid these limitations is to use hardware raytracing or standalone ray traced (deprecated) in the PPV and that also has its own problems because while the reflections are sharp and accurate it does not reflect the GI of the scene so looks weird especially for interiors .