Have recently gotten back into UE4, and there are ofcourse quite a few questions and some confusion going on. Haven’t been bothered with anything worthy of reaching out for help with untill now though.
Basically, when I look down on my floor material, the roughness disappears. If I have the camera tilted to “ground level” (looking straight forward), the roughness is there… But as I tilt the camera down, it disappears as a vignette around the screen.
I’m not sure if this happens to other materials as well, but it’s very obvious on the floor.
First: Camera looking forward. Everything looks OK
Okay… So I had no idea there even was such a thing Placed a box reflection capture in the scene and it looks a lot better.
However, the (kind of) same problem is still there; the roughness changes based on camera angle. When I look forward, the floor is much shinier than when I look slightly more towards it.
This is exactly like before, only that the roughness now displays properly where before it would not display at all. Only know I could notice that when the roughness was displaying before, it was doing so incorrectly.
Am I being too confusing or do you understand? Thanks
You are mixing material and light terms. Roughness is totally independant of view angle. You can visualize every material paramater using Buffer Visualization.(under LIT).
I guess that artefact that you are seeing is related to screen space reflection. Could you try to turn that off?
That’s actually what I did. Lowered intensity to 50 and upped quality to 100. When fully removed it became obvious why it’s there in the first place… Looks wrong without it completely