Here you can see the sphere reflection captures setup. One global for the level, medium ones for different parts and then smaller ones for the windows (actually I only placed the ones in the left buildings. I will do the rest when I get a good result!!)
An example of the material applied to a plane. If I look at the plane at that angle, you can see that is reflecting everything in an awesome way (what I would like to achieve) but at the moment I turn the camera and look from a different angle, bum!! black areas appear in it…
As you can see , the building of the other size is iluminated
PD: Is there any way that the windows ignore those lights that I use to light up a little bit the environment?? They look really odd, floating lights hehe
Try setting the Metallic value to 1.0 instead of 0 and see if that helps. Also you are using way to many reflection actors, get rid of some as that many could have a negative impact on performance.
Okay if that did not work then remove all the things you have in your Roughness and instead add a constant with a value of 0.0125 and see if that helps. If it does help then slowly start to re-connect your roughness nodes to see what is stepping on your reflections. As for the reflection probes question I think about them like this. I add a huge one that ecnompasses the entire level and then start adding smaller and smaller ones to get more localized reflection if needed.
As an impression your capture spheres are to close to the windows well with in the reflectivity envelope and is limiting the reflective depth. Think of them as a flashlight. If to close to a window you will get a much more local effect than you would if you walk back and now the flashlight will light up more of the wall giving you a much more even lighting balance. If you need a much larger area of result use less and set the envelope to cover a much boarder area (works well with windows) and if you want to pump up highlights make them closer with a much smaller envelope.
I can understand how screenspace won’t be working at the angles you show here (Straight towards the windows), because they’re exactly what they say on the tin, screenspace reflections. Everything that is on screen will be reflected, they don’t work as mirrors, usually as reflections on a floor or ceiling. However what I can’t seem to tell is why your reflection captures aren’t working, they should be working fine
Your still starting with wayyyyyy to may sphere captures. Start with a single sphere down the middle of the road and increase the envelope to encompass as many buildings as possible or as you like. To make it look right though you will need some kind of back lighting inside the rooms else the windows reflection will make it look more like a metal surface.
I will try to add lights inside of the windows to see if it helps.
Not really, at leas none I can tell in the fps. With those reflection captures I am running the scene at 60fps
I tried the scene capture cube but as soon as I got it into the level the fps went down to 10 - 20 fps so thats why I refused to use it :S
There is a skylight already with a 0.5 intensity. If I raise the intensity (to see if it has an effect, it just increase the brightness of the reflected sky but doesn’t solve the problem :S
What is the diffuse color of your windows your reflections are being applied to? ( What is the color unlit?) The darker your diffuse, the darker the reflection.