Correct; one of the listed shortcomings of the planar reflection actor is that “anything close to the reflection plane” will use the planar reflector for its reflections.
They seemed to indicate that some future version of the engine will let you mark which actors will use planar vs other reflections.
Meanwhile, make your planks a lot more rough and less metallic, and you’ll do okay
Can someone explain me why my sky light cubemap is getting reflected on my walls and glass (roughness 0 for testing) even tho I don’t have any reflection probes at all in the scene… It doesn’t make sense…
I use the cubemap with an hdri to light the scene, but I can’t get rid of it’s reflections… It seems to overrides any other form of reflections, like when I want to use a box probe like ZacD suggested.
I have quite a few mirrors in my game and was unable to opt into using Reflection Captures due to its MAJOR performance hit. Its sad to hear that Planar Reflections were a godsend that ended up being no different than the destructive predecessor. Just easier to use I guess. I’ll probably have to be tactful over its use and spend a lot of time optimizing my game. Oh well. Hopefully 4.13 will be worth it.
I don’t know if you know this, but the Skylight also generates a global Cubemap. Localized cubemaps will blend with the global cubemap for accurate scene lighting. This is why I opt to use very simple skylight cubemaps with a proper blend of colors and as little detail as possible. I normally use a lowres texture that has been blurred. Unless of course you need the global cubemap for crisp reflections.
Ok I see, thanks for explaining. Reflections as a whole is probably the thing I have the most difficulty with right now. When I use corona renderer and go back to ue4 I almost want to cry haha! Working so hard to do something that an offline renderer can do perfectly by itself is a bit depressing but heh, that’s how realtime works!