Hi, I need help to solve a problem with the reflections. As i show on the two images, seems to be a distance falloff in the reflection, and some kind of issue because i’m having like two different reflections, one that apparently it’s ok, and the other is like a huge copy of the first one.
With the reflection sphere/box actors these will create a cubemap that stores an image of the environment for any static objects. These should not be scaled to encompass a very large area, but rather to use multiple actors with a smaller radius. Also, by default the engine has Screen Space Reflections (SSR) enabled, which by their very nature can only reflect what is visible on the screen. This will cause a harsh cut off in some instances when looking at very reflective materials.
Thanks a lot for your answer Tim, i have been checking all the info, tuts and docs of unreal engine the last week! i’m new in all of this, and still have a lot of doubts about how everything work.
If i don’t misunderstand what are you telling me is that i need to place more than one sphere or reflection box, for huge environment and big scenes right? The thing is that with every sphere i place for the scene of the house, i keep seeing that huge reflections of the house in the base plane, and i don’t know how to get rid of them.