I am currently dive into the ocean rendering with UE4. I have running into some problem with the current setup.
- First I have Translucent setup in my ocean material along with Lighting Mode been set to Surface Translucency Volume, directional lighting intensity been set to 1.0.
- I have both roughness and metallic both set to 0, where specular set to 1.0
- I have planar reflection setup in my code.
I render out the ocean, my specularity seems to be very low, and seems like it came from Planar Reflection. I was wondering when an object is affected by both planar reflection and reflection probe, how is this been handled?
I was wondering if there are anyway to modify this specular effect. From some research I have done… seems like the only way to do this, is to make my own planar reflection 2D texture been applied to a custom lighting node shader?
Modified From Origin Post:
Thank you guys for pointing out to me using forward directional specularity. I was able to get directional light specular been computed into the ocean render. however, I want to get more of a distribution specular over my ocean rather than having it as a single spot. If I tune my roughness up, I get greater distribution, but not scattered distribution. How can I achieve that kind of effect?