Planar reflections not working

Finally got around to testing it, I don’t know why it wasn’t working for me before but now when I enable screen space global illumination planar reflections start working, and your suggestiong to set reflection method to none also worked, so I finally marked this as the solution.

Hopefully in future versions we will have lumen planar reflections.

Thanks for tell him to let me know if he succeeds because you could not help a little for even my ‘‘lowend’’ project. It’s been days since you got over this little problem, but you still haven’t mastered this math. I can teach you this in the future or can share with you my man. Don’t take so long to figure things out, you’ll just have to stop and figure it out, hmmm.

wth. you know what? i think your translator is really bad. your posts read really weird. there’s no way you could teach me anything. you haven’t done or tried anything. lol (i uber translate myself)

yes. it took me too long to figure this out. i tried the keyhole method. i thought it could be cheaper to render, but it simply doesn’t work. this viewport “trick” was in the back of my head. it renders the full mirror scene tho. a penatly i tried to avoid.

i doubt you can manage that, but if you find the directional math to turn the mirrors go ahead. post it in your thread or in here. i can’t figure this out. nothing to “master”, you know?!? it’s just complicated blueprint math with multiple directional vectors to get the dutch angles into the camera. :slight_smile:

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we’re 3 people to understand what you trying to say. I’ll comment here when we solve your confused language ^^ hmm.

Actually I don’t think it’s very much of a math problem in the way you’re thinking (I’m not convinced it can be solved through blueprint rotational math), you’re talking about the shaking it does when you rotate the player camera right?

I’ve dug into it a bit, and I’m pretty sure it’s this little guy that’s the problem.
24-08-29

I’m sure you already know all this (you wrote it), I’m jus ttrying to quantify the problem.

But when you’re using viewportUV, that value changes whenever you move the camera which for some reason is fine when it’s the camera location that changes, but not when the camera rotates.

When the camera moves, the viewportUV moves with it, that’s fine, that’s what we want. When the camera rotates, the viewportUV rotates with it, that’s the root of our problems.

I kinda figured this out by using planar reflections, I noticed that with planar reflections the reflection doesn’t change no matter how you rotate the camera, it is purely position based, we want to have a fixed rotation based on the player camera position, regardless of it’s rotation, that’s what we need.

To try and solve it what we’re currently doing is rotating the scenecapture the opposite way the player camera is rotated to counterbalance this motion.

After trying to figure out a way to compensate for it better like for instance overcompensating like this (note the lerp):

Which admittedly had an effect (just not enough) something is niggling in my brain telling me that the only way to really solve this issue is to counter the rotation from inside the material, not the blueprint.

Somehow we need to make the screen position node just not rotate with the viewport (e.g. only update UV in relation to camera position, not rotation).

Maybe we can do this by using the camera position node somehow?
24-08-31

I am very green when it comes to using material blueprint though so I have basically no idea how to do this, just throwing you this idea since you seem more experienced with it.

i’m not coding rn. but the issue is this. when you look at a tilted mirror from the side the mirror camera has to roll a dutch.

Really? Mine is fine.

The closer mirror is mine, the further one is planar reflection.

Read this post Planar reflections not working - #20 by Cestarian

Particularly the bottom edit mentions I had this problem where it wasn’t accurate from all angles, but I fixed it, if u use the code in that post (particularly second image) it should be fine.

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