Hi, i have an issue with reflections from Reflection Captures on glossy (Roughness from 0.05 to 0.2) material. “Reflection Capture resolution” In project settings is setted to 2k and its pretty enough on mirror for example. Also not a big problem on 0,5 and highter amounts. But between this amounts reflections became super pixelated like i have 32px cubemaps… What should i do to improve reflection catpures quality o low roughness amounts?
P.S. I can`t use SSR/RayTracing because of project requirements.
Also, you may want to take the rendering course from the Learn tab or something similar.
They cover almost all the basics like this.
And remember that the engine genuinely su cks at Reflections and rendering with performance as a whole.
It can look good, but only at very low FPS unless you are using a 3090 or something equal in computational power.
Ray tracing, even if you can’t use it, is also equally bad. Unfixed and mostly just ignored by the unreal team. To the point you are much, much better off using the RTX branches from nvidia.
Hej, thank you for reply. But it` not depends from reflection capture resolution in project settings. I have 2048 and highter resolutions crashing Unreal. Problem with method of bluring reflections on glossy materials. I have super sharp reflections on 0 rougness but in 0.1 roughness they are pixelated like on screenshot… All i found is that UE generating mipmaps from reflection cubemaps for glossy materials, but this mipmaps are so poor, i cant find where i can change it.
Instead of that.
It may be enough to toggle the high precision tangent basis.
It’s in the build settings of the sphere mesh and it prevents the pixellation break downs which aren’t really due to the “mip” of the reflection, but to the normal values of the vertices used to mathematically deform the reflection.
Since OP is directly dealing with spheres, that’s probably the best solution.
Ps:
Considering the cr ap state .27 is in at the moment, I still don’t get why 4k reflection captures work fine for me
There’s a quick tutorial on getting excellent quality reflections on a planar / cubic surface using planar reflections. If I can find it, I’ll post it in the thread. Why does the project restrict you to capture spheres / boxes?
I found it. It may have something that is helpful:
Another thing to consider is whether the plane / mesh surface being reflected on is scaled too high to generate non-blurred results. Materials get stretched on mesh surfaces that are stretched or expanded beyond their original size. To combat it, it’s dependent on the context of the scene and how the meshes were created with UV unwrapping and wrapping and such. However, in the picture posted, all those planes (meshes) are virtually the same size, and one is clear while others are blurry based on the roughness setting. So, you could approach it in a way where when you have altered to one of the tutorial’s suggested settings, then tweak roughness within 0.05 to 0.2 or so to see how it affects the blurriness…if it corrects things. One of the main issues I see in the whole thing is the skylight picking up the color / roughness on nearby surfaces, such as the floor which is rough looking, and using it in the reprojection of lighting, which then is injected in the reflections, I think.