I was wondering what a proper setup to get PBR materials working with static lighting disabled looks like. The issue is that PBR materials require reflections to work properly. But reflections according to the documentation are completely reliant on lightmass (using reflection capture actors).
the current implementation of reflection capture actors for dynamic setups via diffusefromcapture=1 seems to be half way there but unfortunately produces bad results in a pretty basic setup like a simple interior room, which makes the probes capture not the ceiling but the sky outside of it, casting a reflection of the sky on the ground.
So my questions are:
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have I overlooked something in setting this up properly?
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or is this something that is being worked on to be supported properly in the future? (haven’t found neither any statements on the forums nor anything about it on the trello roadmap.
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if it’s not on a roadmap yet, is it possible to put improvements to this in as a feature request?
I think PBR is a very important part of a modern engine and I would love to see this supported, I think it would be a very general feature that many could benefit from!
thanks in advance for any suggestions and illuminations
cheers,
Chris