Mesh looks blurry when used metallic material

Hi,
My mesh looks fine when I use rough, non-metallic material, but when I’m using metallic material I looks very blurred. Can someone help with that?


Baked 4k textures

Simple material in UE. Non-metal, .9 roughness (looks fine)

Metallic, .1 roughness
same with .3 roughness

only .4 roughness looks fine.

Tried to fix it by messing with reflection parameters in post process volume, couldn’t make it look normal tho :frowning:

UPD. I’m using nanite and lumen. UE 5.1

It’s Lumen, basically. You can improve it a lot with hardware ray tracing, though :slight_smile:

I feel like… It got worse.

Post process volume doesn’t do anything eater :frowning:

Render looks a bit better tho.


ray traced

no ray tracing

At least render isn’t blurry I guess.

Hmm…

Hi there @lostTheName,

Hope you’re well!

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Thanks and happy developing! :slight_smile:

Seems like an odd shot in the dark but have you tried applying a normal map to this? It might strengthen the direction of the normals and help with the metallic angles.

Worth a try I guess

Bake one in blender or substance painter

the one that looks like gold (which supposed to be brass) has a normal map. It’s basically empty though. I didn’t bake the mesh down. Only wooden part has some information from textures

Oh. Sorry about that.
Thank you.

Did you ever find a solutions for this?

This has been a problem forever with Lumen reflections for me,

Take this test for example:

Screen percentage is 100%. Still all the details with metal looks blurry and out of focus. For rendering, using screen percentage helps when renderimg with MRQ, but metal never gets as razor sharp as it does with Ray-traced reflections (RT reflections are never blurry at any screen percentage). And what about real-time usage?

My Lumen post process settings are all at max, and using max roughness on 0.4 or 1.0 does make any difference at all (the material roughness values are lower than 0.4 anyway).

Somehow I feel I am missing some obvious solution here, as I can’t understand that an engine producing triple-A games has such limitations.

Unfortunately, I didn’t find any real solution. When I’ve finished my material it looked fine. But my roughness wasn’t a constant anymore.


roughness map

Actually, I think I finally figured it out,

r.Lumen.Reflections.Temporal 0

I have even used this command in MRQ at occations (from online tips), but I didn’t really understand what it did (if tested on less reflective scenes, the command is not so apparent)

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