I’ve done a lot of research on PBR materials and am certainly up for the possibility that this is the issue … but I don’t believe it is. I believe it is more about the scene set up. I’ve look at multiple scenes including the subway reflections and am only left confused as I don’t see anything in the materials that say “reflection”. Reflections seem to “just work” Unreal 4 as long as the materials are there correctly. However I have metal, but no reflections.
http://i275.photobucket.com/albums/jj314/scottmichael28/28.jpg
) I’ve tried simply placing a sphere around the model with an HDI emissive material, with and without a sphere capture, and no reflections. Note that the HDR is 8000x4000 jpg and Unreal wont let me place it into cube map channels (I would like to know why)
-
I’ve gone into the reflections level example, placed my model into the scene, and even created an object that is all black with “1” metalness, but no reflections
-
I placed a skylight in with a sky map from Unreal’s engine assets and received a wash out result of color without seeing the image details at all at any intensity, only more color reflected.
-
I placed a post process volume over the model with the same sky map and received similar but different results.
These are just four shots of my recent attempt to figure out Unreal reflections. I had somehow accidentally deleted multiple sky maps out of the engine assets library (some of them it seemed that they turned into material thumbnails simply by double-clicking them). I have no idea at this point about the relevance of capture actors, as I cannot get them to have any effect at all, other than a slight omni light effect with the brightness slider. I’m simply trying to set up a portfolio piece render. Any and help is appreciated. Thanks.